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 captions where helpful, 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
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
Pneko (P猫) |
|
Japan |
BigOne2nd |
Active |
The gold standard for F-Maids. X-Copying their tech will help you greatly. Likes cats a reasonable amount.
|
GoldyDorado01 (GoldyDorado01#2459) |
|
Europe |
Netplay |
Active |
Relatively new to the scene but is the most active F-Maids player nowadays that isn't Pneko. Willing to help anyone wanting to learn the character. Hangs around in the Community Discord
|
Sannos (Sannos#0536) |
|
Europe |
Netplay |
Active |
The best western F-Maids at the moment, but knowing where they are can be as challenging as beating them in a match.
|
Overview
Playstyle
F-Maids Is the resident puppet character of AACC, using both Hisui and Kohaku in tandem to overwhelm their opponents limited only by resources. |
Pros |
Cons |
- Insane pressure: One of the best pressure games in all of MBAACC when hearts are stored, with moves being both frame traps and reset points with absurd frame advantage, and even having great pressure midscreen.
- Oppressive set-play: Very good set-play thanks to Kohaku 22X specials and Hisui's chairs and molotovs
- Great neutral: Retains F-Kohaku amazing buttons and even keeps her Batou Wave specials after 5[C], and with her amazing Hisui assists, makes it really hard to approach safely.
- Sister can act even if the main siter is hit: Assists can act even if you are being hit if you called them prior, forcing players to end combos early in those situations or get counter hit and being combo'd themselves.
- Has a lot of damage potential: With the right set-up and sister placement, F-Maids can reach ludicrous amounts of damage that all end in hard knockdown.
|
- Very weak without resources: Without hearts or with a sister down, they both become extremely vulnerable and need to play smart while waiting for an opportunity to recharge hearts.
- Weaker damage overall than their solo counterparts: F-Maids both have less health and damage than their solo counterparts, and with the loss of some crucial BnB combo moves (Kohaku j.214C, Hisui 623X series, etc...), Make their average damage somewhat low aside from some specific set-ups.
- Opponent can hit both for double meter: The opponent can hit both sisters at once if you called them before and you are close together. While this doesn't do double damage (thank god), it does build double the meter.
- Lack defensive moves outside of universal mechanics: They are both really weak to pressure, as their only form of reversal is an Arc Drive.
- Very poor ways to spend meter: Extremely poor meter usage due to their limited movepool. You'll be mostly spending meter for Kohaku 22C. Hisui 22C is too slow to be useful, and 5[C]>236C with Kohaku can't always be used, making avoiding reaching MAX a hard task.
|
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
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.
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
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 circumvent 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.
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.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
|
X(w)
|
X input must not hit the opponent (Whiff).
|
j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
|
sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
|
sdj.X
|
X input is done after a double super jump.
|
tk.X
|
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
|
(X)
|
X is optional. Typically the combo will be easier if omitted.
|
[X]
|
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
|
]X[
|
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
|
{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
|
X(N)
|
Attack "X" should only hit N times.
|
(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
|
(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
|
CH
|
The first attack must be a Counter Hit.
|
Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
|
j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
|
IAD/IABD
|
Performs an Instant AirDash.
|
AT
|
Performs an Air Throw. (j.6/4A+D)
|
IH
|
Performs an Initiative Heat.
|
AD
|
Performs an Arc Drive.
|
AAD
|
Performs an Another Arc Drive.
|
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: 63.9% |
Meter Given (vs C-Moon): 21.3% |
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
|
4071
|
|
Meter Gained: 81% |
Meter Given (vs C-Moon): 27% |
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: 38.7% |
Meter Given (vs C-Moon): 12.9% |
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: 55.8% |
Meter Given (vs C-Moon): 18.6% |
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. |
|
|
Corner Shield starter - 2 Hearts
|
- Shield > 214 > 5[C] > 214A > 66 5B > 2B > 2C > 3CC > j.A[B] > dj.[C] (66 OTG 3AAAA 2B 2C)
|
4776-4964
|
|
Meter Gained: 63.9% |
Meter Given (vs C-Moon): 21.3% |
Corner Shield combo when not-airborne.
Note: They must be grounded for this combo to work. 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.
The last part in parenthesis is an optional OTG route to get a tad more meter and damage. You can cancel it into 22A if you think they will back or neutral tech, or do nothing, or read the forward tech for more damage. Do this if you don't want to/can't use more hearts for oki |
|
|
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: 68.4% |
Meter Given (vs C-Moon): 23.9% |
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: 71.5% |
Meter Given (vs C-Moon): 24.9% |
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: 23.1% |
Meter Given (vs C-Moon): 32.4% |
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], 5B > 5C > j.ABC sdj.ABC
|
4963-5008
|
|
Meter Gained: 53.9% |
Meter Given (vs C-Moon): 61.8% |
Combo for killing the opponent. Damage seems to be random. Make sure to delay as much as you can after the 5[C] so that the 5B > 5C properly connects. |
|
|
Raw Airthrow starter
|
- Raw AT > delay j.66 > j.C > land > j.ABC > sdj.ABC > AT
|
3014
|
|
Meter Gained: 42.3% |
Meter Given (vs C-Moon): 16.3% |
Easier and more consistent combo off raw airthrow for less damage. Try to hit the opponent as low to the ground as possible after the bounce. |
|
|
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. |
|
|
Corner, 2 Heart, Arc Drive Finisher
|
- 2AA > 5B > 5C > 214A, 66 5B 5C > 214A, 66 5B > 2C > AD
|
6223
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Extra damage instead of setup. Need to be very close. The Circuit Break is especially useful against characters with no good meterless reversal. |
|
|
Ground Shield on Corner, 2 Heart
|
- 5D > 214A, 66 5A > 5C > 214A, 66 5AA > 5B > 2B > 2C > (delay) 3C > IAD j.C, 66 j.8AAC > j.8ABC > AT
|
5292
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Safejump combo from a shield counter. Do IAD j.C after the AT. |
|
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
6
|
3
|
2.7%
|
-
|
Hitbox extends about as far as her skirt. Comes out very quickly.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
5
|
3
|
3.15%
|
-
|
Typical Full-Moon jab. Not as far reaching as other styles, but has better recovery.
|
|
|
H5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
606
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
12
|
-1
|
6.3%
|
-
|
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]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
808
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
4
|
11
|
2
|
10.8%
|
-
|
Charged 5B causes wallslam. Half charging this works well in blockstrings.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
12
|
-1
|
7.2%
|
-
|
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.
|
|
|
H5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 700 (1078)
|
(893)
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
6
|
14
|
0
|
6.3%, 7.2% (13.5%)
|
-
|
H5{C}
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*2, 700 (1443)
|
(1167)
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
7~18
|
14
|
0
|
3.6%, 6.3%, 7.2% (17.1%)
|
-
|
H5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 600, 800 (1731)
|
(974)
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
18
|
21
|
-7
|
3.6%, 6.3%, 7.2% (17.1%)
|
-
|
Chair. 2 hits and has large pushback, unless charged. Moves you forward quite a bit.
|
|
|
K5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
808
|
90% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
14
|
0
|
12.0%
|
-
|
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 your 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.
|
K5{C}
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1010
|
90% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18 ~ 19
|
5
|
14
|
-1
|
14.4%
|
-
|
Half-charged 5C has longer hitbox and more damage.
|
K5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1010
|
70% (O)
|
-SP-, -EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
30
|
X
|
30
|
-2
|
13.5%
|
-
|
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. 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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
161
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
2
|
8
|
2
|
2.7%
|
-
|
A poke. Hitbox extends about as far as her skirt. Comes out very quickly.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
6
|
2
|
3.15%
|
-
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
303
|
80% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
6
|
9
|
0
|
5.4%
|
-
|
Has little range. Omit from combos if your 5B hits with its tip.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
65% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
14
|
-3
|
6.3%
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
656
|
60% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3
|
23
|
-8
|
9.9%
|
-
|
The bucket sweep. This move is surprisingly fast for a 2C and has decent range.
|
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
707
|
60% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
24
|
-10
|
6.3%
|
-
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400
|
1010
|
90% (M)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
5
|
24
|
-11
|
10.8%
|
-
|
Same old 2C. Get used to partial charging to help stagger your blockstrings.
|
|
Aerial Normals
Thank you Hisui for telling me where the description box is. Thank you Hisui for telling me where the description box is.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
151
|
75% (O)
|
SE, N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
10
|
-
|
3.6%
|
-
|
Overhead in Full moon.
|
|
Don't look at the hitbox, look at the frame data Kohaku is pointing at Don't look at the hitbox, look at the frame data Kohaku is pointing at
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
75% (O)
|
SE, N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
10
|
-
|
3.15%
|
-
|
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.
|
|
Honest air-to-air normal Honest air-to-air normal Crime against humanity Crime against humanity
|
Hj.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
90% (O)
|
N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
-
|
-
|
6.3%
|
-
|
Inferior to H-Hisui's j.B, but has the same animation.
|
Hj.[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
85% (O)
|
N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
6
|
-
|
-
|
6.3%
|
-
|
Charged version comes out very quickly and can be used for fakeouts or even crossup in the right distance.
|
|
"I am sorry, did you just use your double jump against Kohaku?" "I am sorry, did you just use your double jump against Kohaku?"
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650
|
404
|
90% (O)
|
N, SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
-
|
-
|
4.5%
|
-
|
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.
|
|
|
Hj.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
454
|
90% (M)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
-
|
-
|
9.9%
|
-
|
Lamp post attack. Has huge horizontal range. Whiffs at point-blank range.
|
Hj.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
606
|
95% (O)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23
|
4
|
-
|
-
|
9.0%
|
-
|
Charged version causes untechable knockdown.
|
|
|
Kj.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
90% (O)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
-
|
-
|
9.0%
|
-
|
Kj.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1300
|
1010
|
80% (O)
|
SP, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
4
|
-
|
-
|
11.7%
|
-
|
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
H3C H3C H3CC H3CC
|
H3C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
80% (M)
|
SP, -CH-, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
5
|
16
|
-3
|
9.0%
|
Clash 15-19
|
H3C~3C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
70% (O)
|
SP, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
19
|
-5
|
9.0%
|
-
|
Standard launcher, hits twice. Can be cancelled with arc-drive even if the second hit whiffs.
|
|
Turn matches with zoners into a baseball game Turn matches with zoners into a baseball game
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
70% (M)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
24
|
-11
|
9.0%
|
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.
Reflectable Projectiles Table
Character
|
Move
|
Aoko
|
Half Moon: 214X
Full Moon: 236X
|
Archetype:Earth
|
All Moons: 22X
|
Ciel
|
All Moons: (j.)214X
Crescent Moon: 236A/B-214X, 236A-214X-214X, Backdash>63214X
Half Moon: 236A/[A]
|
Hisui
|
All Moons: 214X
|
Kohaku
|
Crescent and Full Moon: 2222C/22222C
Full Moon: 5[C]
|
KohaMech
|
Full Moon: 214C, 22C
|
Len
|
Full Moon: 236X
|
Mech
|
Crescent and Full Moon: 214X
Half Moon: 236X, 236236C
Full Moon: 236C
|
Nero
|
All Moons: 236A/B
Crescent Moon: 623X
|
Ryougi
|
All Moons: (j.)22X
|
Satsuki
|
Full Moon: 22X
|
Warachia
|
Crescent and Half Moon: (j.)63214C
Crescent Moon: 2[C]
Full Moon: 236X
|
Warc
|
All Moons: (j.)214X
Crescent Moon: 63214C
Half Moon: 236A/B
|
White Len
|
Full Moon: (j.)236X
|
|
|
}}
}}
Universal Mechanics
|
Hisui/Kohaku
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
505
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Both maids' ground throws function the same. Untechable knockdown.
|
|
|
Hisui
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
489
|
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
|
606
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
Ground bounces the opponnent using a 16-ton weight.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Hisui: Same animation as 6B.
Kohaku: Same animation as C-Moon 5CC.
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
4.5%
|
-
|
Hisui: Same animation as C-Moon j.B.
Kohaku: Same animation as j.B.
|
|
|
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 C/H-Moon 5B as a shield bunker.
Kohaku performs a flaming Battou swipe.
|
|
|
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.
|
|
|
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
The Love Meter. 3 Hearts are available and 2 are used up.
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.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
~20 (min)
|
-
|
-
|
-
|
- (Hearts) - Fills up all hearts.Tags in the other sister.
If you are close to the other sister, it has less recovery, making it the fastest way to recharge hearts.
Contrary to 236D, it can be used while a plant is out.
The other sister won't take up the location the sister who initiated 22D, but literally just take the handle from where the other sister was during 22D. This can lead to you being in the corner to them instantly being in it. It can also be used as a ghetto cross-up mix-up after a throw but this won't work against people who expect it.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
23 ~ 25
|
-
|
-
|
-
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
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.
(C version) - The other sister performs a super jump.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25 (H) 26 (K)
|
1
|
12 (H) 17 (K)
|
-
|
-
|
-
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25 (H) 26 (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.
The other way to recharge hearts. If the sisters have a considerable distance between them, it will take up much less time than 22D. This is especially great for Kohaku lead as she tends to prefer to control the fight from longer than 22D becomes the faster way to recharge.
Beeware that the sister is in a total CH state during the whole duration. When you do this move, make absolutely certain you can't be interrupted. Otherwise you'll die. A lot.
|
|
Hisui Specials
Fitting that Kohaku is throwing fire at you because blocking the next mix-up is literal hell. Fitting that Kohaku is throwing fire at you because blocking the next mix-up is literal hell.
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650
|
404
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
4
|
-
|
-
|
4.5%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
656
|
70% ()
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
3
|
-
|
-
|
9.0%
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*9, 200*9
|
202*9, 101*9
|
-5%*9
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20*
|
X
|
-
|
-
|
1.0%*9, 0.5%*9 (13.5%)
|
-
|
- (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.
Unique followups from 236C.
(A version) - Kohaku j.B assist.
You can tag a lot of distant air movement if Kohaku is far away with this. A remote controlled Kohaku j.B can be hard to get used to at first but it can also be the game changer.
(B version) - C-Kohaku j.C assist.
The "I pressed 236C knowing I would get hit so that I can use this assist to get a combo breaker" assist. Yeah F-Maids has stuff like this, get used to it.
(C version) - Kohaku j.214[B] assist.
Character defining. tk.236CC from Hisui lead in corner pressure is one of the scariest situations to be. The amount of blockstun unlocks sandbox mode with the mix-ups you can do. Examples are:
1.j.C IAD j.AA for high/high
2.j.C 2AA for high/low
3.j.C IAD j.[C] 2A for high delayed low.
4.j.[C] whiff 2AA for empty jump low
You can pretty much do whatever and people will still have to guess from so many options. All of this let's Hisui recharge hearts and place chair ALWAYS, even if you somehow blocked the molotov mix-ups, so if you somehow didn't get hit before, you'll do after. LEARN WHAT YOU CAN DO FROM THIS, IT IS ESSENTIAL.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13 (14)
|
4
|
23 10
|
-
|
7.2%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
80% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17 (18)
|
6
|
23 10
|
-
|
9.0%
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*6 (2848)
|
(1437)
|
80% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
66 ~ 67
|
X
|
23 10
|
-
|
5.4%*6 (32.4%)
|
-
|
- (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) - F-Kohaku 5B assist.
I think this is like, +16? For one heart, that is really cost-effective. It acts both as a reset and stagger tool. They blocked? +16. They got hit? Hisui now can do up to 5k damage. Really good assist.
(B version) - F-Kohaku 236B assist.
This is one of your few grounded anti-air options as Hisui lead. It's good at that job but it costing 2 hearts means you'll have to know when it's worth and not worth to use it.
(C version) - C/H-Kohaku 214C assist.
Eh, not nearly as good as 236CC. The cost is too much and the blockstun isn't nearly as much. You can get a lot of damage if they get hit by it but yeah, not recommended to abuse.
|
|
Who needs shield OS and safe jumps when this blocks even Arc Drives Who needs shield OS and safe jumps when this blocks even Arc Drives This special is like a toxic friend. It will swear to help you out but you are just gonna be worse with them than without them This special is like a toxic friend. It will swear to help you out but you are just gonna be worse with them than without them
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
35
|
360
|
41
|
-
|
1.8%
|
-
|
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.
The 22X special you see people actually use, basically saying "no" against people wanting to mash or reversal out of your pressure.
Make sure you aren't too close to them when you set 22A, there will be some collision box jank and place the chair behind them, making it practically useless.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
42
|
243
|
50
|
-
|
1.8%
|
-
|
Small, foward-moving wheeled chair. On clash, this will be reflected and will clash with Hisui's own attacks once before breaking.
Read the last fact about this move. That singlehandedly makes it an extremely situational (to not say useless) move. You are better to just ignore it.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17+41
|
400
|
17+47
|
-
|
-100.0%
|
-
|
The throne. Clashes twice before breaking.
It would be really good if it wasn't sooooo slow to place. It can be good for one thing, and that's when you have characters like C-Roa or most projectile zoners, and have yourself a protection against those long range multi-hit attacks. Other than that, yeah...
|
|
Kohaku Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
-
|
-
|
6.3%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
606
|
95% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
4
|
-
|
-
|
13.5%
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
303
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
X
|
-
|
-
|
4.5%
|
-
|
- (Hearts) - Costs 1, 2, or 3 hearts, for A, B, and C versions respectively.
Unique followups from 236C.
(A version) - Hisui j.B assist.
The hitbox leaves to be desired but just like H236CA, being able to tag someone from far away in the air is valuable, it's just that, well, you already have Kohaku j.B, so the ranges where you can't already tag them with your j.B but Hisui can is in concept, very situational.
(B version) - j.[C] assist.
Instant Hisui j.[C] would be god tier if this was A version and not B. As it is now, while good at its job, it being 2 hearts means you really have to consider when you are going to use this. For this reason, you mostly see it in the corner combos that use it.
(C version) - j.2C assist.
Just like H236CB, this is a prime combo-breaker. At 100% proration and having high hitstun, means you can most of the time go into your own damaging combo afterwards. It costs 3 hearts so only use this when you are certain it will turn the tide in your favour significantly. A whiffed j.2C is horrible.
|
|
You will be traumatized of chairs after fighting this character You will be traumatized of chairs after fighting this character You will also be traumatized of kitchen utensils. You will also be traumatized of kitchen utensils.
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
606
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15 (16)
|
4
|
26 10
|
-
|
6.3%
|
-
|
[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28 (29)
|
4
|
26 10
|
-
|
0.9%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 700 (806)
|
(697)
|
60% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21 (22)
|
6
|
26 10
|
-
|
6.3%, 7.2% (13.5%)
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 600, 800 (1198)
|
(704)
|
60% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
23 (24)
|
18
|
26 10
|
-
|
3.6%, 6.3%, 7.2% (17.1%)
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*12 (2479)
|
(998)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
22
|
44
|
26 10
|
-
|
1.08%*12 (12.96%)
|
-
|
- (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.
Most of what I said for H214A applies here, but now you can also charge it for even more tricky pressure.
At the expense of this, you tend to not be able to get as good as the conversions H214A gives Hisui. At long range, you can only go for 2C into plant, while Hisui can easily 66B into Molotov set-play. Still, this move is still very good.
(B version) - 5C assist. Chargeable too.
When people think about F-Maids, they picture Hisui running towards them and ramming a chair into their back while Kohaku combos from it. This is an ubiquitous part of your arsenal for very good reasons.
For starters, if you have 5 hearts after an air throw, doing K214[B] and then K214C to get a cactus out, you do exactly that. The opponent can try to backdash if they are midscreen, so you should also mix it up with K236[A]-[B] for those situations.
Second, this is over +60 on block when charged. It is a brain-dead easy way to start your offense.
People SHOULD fear this when they are up against you. Remember that, as good as it is, you are using 2 out of your 5 hearts, so if you get predictable with it, you are gonna burn through your resources fast.
(C version) - Solo Hisui 236X assist.
Go to H236CC and K22C sections to learn why this is arguably your most important move and why you should try to always have 3 hearts at all times if possible.
|
|
|
A (~[X])
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
333*N
|
101*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
57 (~58)
|
X
|
49
|
-
|
2.7%*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.
Being able to be held by another button that isn't A allows you to do things like Throw then ]X[, giving you increased damage and reducing their tech window.
It is useful after an air throw where you don't have any hearts to follow up and want to refill hearts. Set it up, and now you have a line of defense if they want to interrupt you. This can be hard called and get you punished if they go full aggro after they see you setting a 22A, so also trying to mix it up as a way to cover your own approach after the air throw and as way to cover theirs is a toss-up in your advantage.
As a final note, it is probably the best "set-play" she can do after a throw as it is quick to be able to hit opponents and fast to recover Kohaku herself. This is preferred if you don't have hearts and want to keep pressure.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
280*8 (1724)
|
(802)
|
-4%*8
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
81
|
32
|
53
|
-
|
2.7%*8 (21.6%)
|
-
|
This version puts out a grounded multihit spinning tree.
The version you will see used after most 2Cs as it doesn't hit OTG like 22C and how it tends to line-up perfectly the moment they wake-up.
You tend to see players either use this as an opportunity to switch sisters or to try to mix them up with things like j.C IAD j.BC, super jump into empty jump 2A, and things like that. Not much different from other Kohaku's 22B situations.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 250*12 (1986)
|
(1567)
|
-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.
An absolutely essential part of your corner game. Strings ending in 214C and then doing 22C allow Maids to get their plan rolling. Switching to Hisui while cactus is hitting, for you to hit them with a tk.236CC mix-up afterwards is an extremely strong asset for Maids.
Having said that, smart players will know this, and they will bunker at certain parts of your string if you always autopilot the same strings ending in 214C>22C. This is extra important against Half-Moon. They are the only ones who can react to 22C super flash and beat you with their bunker. You'll have to employ different tactics against them when they are have 100% meter and above.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*4
|
606*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.
This is useful if you have a lot of meter to burn and want to avoid Max. It hitting multiple times fullscreen allows you to get breathing room for you to set-up. Otherwise, it's risky due to the long start-up.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
50
|
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.
Okay this has always been kinda bad and a lot of people see it as a punishment for mashing too many 2s when you wanted Johnny instead. The attack comes out really slowly, covers almost no ground, and does pitiful amounts of damage. If you can avoid it, don't use this.
|
|
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
|
Hisui
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
8080 (4833)
|
(3120)
|
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 (4594)
|
(3232)
|
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.
|
|
Uncharged Uncharged Fully Charged Fully Charged
|
(Min. Charge)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*3 (2629)
|
(2656)
|
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)
|
(3498)
|
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.
|
|
|
Ground Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200*2, 1600 (3682)
|
(2706)
|
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.
|
|
No one will know how to deal with this the first time they see it, just like Tohno/Nanaya AD. No one will know how to deal with this the first time they see it, just like Tohno/Nanaya AD.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
4700 (2176)
|
(885)
|
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.
|
|
|
Ground Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*3 (2629)
|
(2656)
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*8 (4668)
|
(3498)
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
13800 (5238)
|
(3942)
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000 (1500 ~ 3000)
|
(1262 ~ 2323)
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000 (3500 ~ 7000)
|
3020 ~ 5538
|
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.
|
|
MBAACC Navigation