Melty Blood/MBAACC/Hisui & Kohaku/Half Moon

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Additional Resources

H-Maids Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
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NA:

  • Text goes here after asterisk
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Overview

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

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Hisui Lead

Starters

These all work anywhere. For all starters involving 5A6AA > 2C, delay the 2C as long as possible or the followup combo may drop. All starters ending in 6B or 5A6AA can lead into j.[C], allowing for a rejump or hard knockdown for okizeme.

Condition Notation Damage
vs V.Sion
Notes
Starter
  • (5B / j.B / j.C / j.[C] >) 2B > 5C(1) > 5A(w)6AA > 2C > 6B > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic starter.
Starter
  • (5B / j.B / j.C / j.[C] >) 2B > 5C(1) > 2C > 5A(w)6AA > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Alternative starter. Leads to slightly less damage than 2B > 5C(1) > 5A(w)6AA > 2C > 6B, but involves one less reverse beat so you'll get better damage from your oki if you just go into j.[C] afterwards.
2B Starter
  • 2B > 5C(2) > 5A(w)6AA > 2C > 6B > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
If you are at a range where 5C(1) > 5A connects (rather than whiffing the 5A), you can go for both hits of 5C and a 5A whiff instead for more damage. Requires close spacing. 2B > 5C(1) 5A6AA > 2C > 6B works from farther, but does much less damage.
2B Starter
  • 2B > 5C(2) > 2C > 5A(w)6AA > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Alternative 2B > 5C(2) starter; has the same spacing restrictions. Shares the benefits and drawbacks of the alternative 2B > 5C(1) starter above.
5[C] Starter
  • 5[C] > 5A6AA > 2C > 6B > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Max damage starter. 5A actually connects here, unlike in all other optimal starters.
Air Counterhit Starter
  • Air CH, 2C > 5A(w)6AA > (Air Combo)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Maximizes damage from an air counterhit.

Air Combos

Condition Notation Damage
vs V.Sion
Notes
Air Combo
  • ...j.[C] > j.A > j.236B[9] \/ j.]9[ > (Air Ender)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Rejump, made easy by holding 9 during j.236B. Use a slightly delayed j.B instead of j.A in the corner to get the height right.

Air Enders

Condition Notation Damage
vs V.Sion
Notes
Air Ender
  • j.BC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple j.B combo into airthrow, use when you can't confirm the other j.B combo from your current spacing or height or want to let your reverse penalty count down. Use assists for okizeme.
Air Ender
  • j.A > j.66 j.AC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic airdash cancel aircombo ender. Versus most if not all characters you can mash j.A more; experiment away.

Kohaku Lead

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

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

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

Normal Moves

Standing Normals

5A
H5A
H5A~6A~6A
Fhisui5A.png
Hhisui5A6A.PNG
Hhisui5A6AA.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
H5A 300 192 78% (O) 2.1% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 4 3 8 1 -

A short poke.

H5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 6 4 17 -6 -

Does C-Hisui's 5A slap.

H5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 7 11 0 -

The bucket. Launches the opponent.

K5A
K5A~6A~6A
Hkohamech 5A.png
Hkohamech 6A.png
Hkohamech 6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K5A 350 163 78% (O) 2.45% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 4 8 0 -

Quick jab, active on frame 4.

K5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

Broom swipe followup.

K5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 4 17 -3 -

The boxing glove. Launches on hit.

5B
Hhisui5B.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 528 80% (O) 4.9% N, SP, EX, (J) LH 7 6 13 -4 -

Hisui pushes the opponent back with her palm.

K5B
K5[B]
Hkohamech 5B.png
Hkohamech BE5B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 600 384 70% (O) 4.2% N, SP, EX, (J) H (Whiffs vs Crouch.),
LH
8 5 14 -4 (vs Stand.)
-2 (vs Crouch.)
-

Kohaku swipes with the broom over her head.

5[B] 1000 672 70% (O) 7.0% N, SP, EX, (J) LH 17 8 12 -5 -

Charged version inflicts a ground techable knockdown on air hit.

5C
H5C
H5{C}/[C]
Fhisui5c.png
Fhisui5cBE.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 400, 700 (1078) (849) 100% 4.9%, 5.6% (10.5%) N, SP, EX, (J) LH 12 6 14 0 -

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

5{C} 400*2, 700 (1443) (1110) 100% 2.8%, 4.9%, 5.6% (13.3%) N, SP, EX, (J) LH 14 7~18 14 0 -

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

5[C] 400, 600, 800 (1731) (927) 100% 2.8%, 4.9%, 5.6% (13.3%) N, SP, EX, (J) LH 14 18 21 -7 -

Fully charged version goes the furthest and is more damaging.

MBHKohaku5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900, 150*3, 800 (2020) (908) 100% (1-5), 60% (M) 3.5%*5 (17.5%) N, SP, EX, (J) LH (1), LHA 6 4 (8) 8 24 -26 ~ -8 -

Stabs with the broom handle, then automatically does the launching followup.

Crouching Normals

2A
Hhisui2A.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 134 75% (O) 2.1% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 8 0 -

Crouching chop. Hits mid.

Hkohamech 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 75% (O) 2.1% -SE-, -N-, -SP-, -EX-, (J) L 3 4 8 0 -

Crouching jab that hits low.

2B
Fhisui2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 288 80% (O) 4.2% N, SP, EX, (J) L 6 6 12 -3 -

Crouching palm strike. Hits low.

Hkohamech 2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*2 (911) (540) 85% (O) 3.5%*2 (7.0%) N, SP, EX, (J) LH, L 7 5 (3) 4 22 -19, -11 Clash 8-12

Crescent's 2B and 2B~B in one move. Second hit is a low.

2C
Fhisui2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 624 60% (O) 7.7% N, SP, EX, (J) L 8 3 23 -8 -

Water splash sweep. Hits low.

K2C
K2[C]
MB F Kohaku 2C.png
MB F Kohaku 2C Charged.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
K2C 1100 672 60% (O) 4.9% N, SP, EX, (J) L 9 4 24 -10 -

Kohaku literally sweeps the opponent. Hits low.

K2[C] 1400 960 90% (M) 8.4% N, SP, EX, (J) L 21 5 24 -11 -

Charged version has a smaller hurtbox.

Aerial Normals

j.A
Fhisui ja.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 144 75% (O) 2.8% SE, N, SP, EX, J LHA 4 4 10 - -

Downward poke.

Hkohamech jA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 73% (O) 2.1% SE, N, SP, EX, J LHA 4 4 10 - -

A broom handle poke in the air.

j.B
HhisuiJB.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 90% (O) 4.9% N, SP, EX, J HA 7 5 - - -

H-Hisui's trademark j.B.

Hkohamech jB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
680 384 90% (O) 3.5% N, SP, EX, J HA 7 4 - - -

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

j.C
Hj.C
Hj.[C]
HhisuiJC.PNG
HhisuiJCC.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.C 1000 432 90% (M) 7.7% N, SP, EX, J HA 9 4 - - -

A downward slam with a table pulled out of nowhere.

Hj.[C] 1200 576 95% (O) 10.5% N, SP, EX, J HA 20 4 - - -

Charged version of j.C. Hard knockdown.

Kj.C
j.[C]
Hkohamech jC.png
Hkohamech BEjC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Kj.C 900 576 90% (O) 6.3% N, SP, J HA 9 4 - - -

Horizontal broom swipe.

Kj.[C] 1200 864 80% (O) 8.4% N, SP, EX, J HA 18 4 - - -

Disjointed charged version.

Command Normals

4B
H4B
H4[B]
Fhisui4b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4B 100 96 100% 4.2%, 3.5% (7.7%) - U
(Whiffs vs Crouch.)
15 4 17 - -
4[B] (Max) 100 96 100% 4.2%, 3.5%*5 (21.7%) - U
(Whiffs vs Crouch.)
15 4 (13) 3 (13) 3 (13) 3 (13) 3 17 - -

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

6B
Hhisui6B.PNG
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 432 65% (O) 4.2% N, SP, EX, (J) LH 14 5 16 -6 Clash 15-19

Ladle launcher.

j.2C
Hj.2C
Hj.2[C]
Fhisui j2c.png
HhisuiJ2CC.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hj.2C 600 288 100% 3.5% - LHA 14 X 4 8 (TK) -

Hisui dives in. Hits mid.

Hj.2[C] 1000 672 80% (O) 7.0% - HA 23 X 4 12 (TK) -

Charged version becomes an overhead.

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 480 100% 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 465 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 576 30% 0.0% - U 1 1 12 - -

Ground bounces the opponnent using a 16-ton weight.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHHisuiSC.png
MBHKohaMechSC.png
MBHHisuiSCLow.png
Hkohamech 2C.png
MBHHisuiSCAir.png
MBHKohaMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Hisui: Same animation as 6B.

Kohaku: Same animation as 5C.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Hisui: Same animation as 2C.

Kohaku: Same animation as 2C.

Aerial 500 (345) 198 50% 3.5% - 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
MBHHisui214D.png
MBHKohaMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

Hisui: Performs her 5B as a shield bunker.

Kohaku: Flaming battou swipe.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCHisuiCSpark.png
MBCKohaMechCSpark.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

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

Tags in the other sister.

Hisui Specials

H236X
This ladle is solid.
H236A/B/C
(H236A/B~236A/B)
Fhisui236AB.png
A/B
Fhisui236AB~A.png
A followup
Fhisui236AB~B.png
B followup
MBCHisui236C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 320*6, 600 (2257) (843) 100% 1.4%*6, 2.8% (11.2%) -CH-, -EX- LHA (1-6), LH (7) 8 18 (9) 3 19 -4 -
  • Ladlepokes, aka yayaya. Hisui pokes forwards with her ladle several times and then does a followup attack. For both the A and B versions, the followup can be accessed immediately by repeating the input.

The followup strike gives a hard knockdown. Can be relatively safe because of pushback, though this depends on spacing.

B 250*9, 600 (2396) (1032) 100%*6, 70% (O) 0.84%*9, 2.8% (10.36%) -CH-, -EX-, (J) LHA (1-9), LH (10) 12 27 (7) 4 19 -8 -

The followup strike launches and can be followed up with j.[C]. Usually used on far 2C confirms. Can catch backdashes.

EX 200*12, 600 (2358) (1668) 100%, 75% (O) -100.0% - LHA 2+5 44 (7) 4 24 -16 Full 1-5

OTGs and also stops time for a moment when activated, allowing it to connect very quickly. Gives an untechable launch which can be followed up with <code2C into a hard knockdown via 623A or 6C~6C. Uses 100% meter.

H623X
Hhisui623A.PNG
Hhisui623B.PNG
MBCHisui623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 650*2 (1279) (567) 100% 3.5%*2 (7.0%) EX LH 11 2 (9) 4 10 -4 -
  • Dust.

Air unblockable dust cloud in front of Hisui. Has very solid range and knocks down on hit. You have time to set up a bento or a stool after this hits.

B 1000 576 70% (O) 7.0% EX LH 10 2 (8) 4 17 -19, -9 High 1-32

Upwards dust, also air unblockable but does not give a hard knockdown like the A version does. This move is a very strong anti-air if you can get it out. Don't whiff it though. Head hurtbox is removed during the move.

EX 500*N 480*N 80% (M) -100.0% - LHA 1+1 152 1+31 -2 (min) Full 1

Creates a dust cloud which slowly glides forwards, hitting up to four times. Useful in pressure and getting out of pressure. Uses 100% meter. Opponents might get block stuck in the cloud, and can be hit out of it by ground moves.

H214X
MBCMaidsH214.png
MBCMaidsH214A.png
A
MBCKohaku214ABX.png
B
MBHMaidsH214C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 280*8 (1724) (761) -4%*8 2.1%*8 (16.8%) - LHA 111 32 59 - -

Hisui commands Kohaku to perform one of her moves.

B Plant assist.

B 600*3 (1743) (837) 100%*2, 80% (O) 4.2%*3 (12.6%) - LHA 73 ~ 77 2 (2) 2 (2) 8 47 - -

214 assist.

C 350, 600, 1000 (1458) (957) 78% (O), 90% (M), 60% (O) 2.45%, 4.2%, 7.0% (13.65%) - LH 29 4 (6) 4 (8) 4 47 - -

5A6AA assist.

Hj.214X
MBCMaidsHj214.png
Same assist hitboxes as grounded version.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 280*8 (1724) (782) -4%*8 3.0%*8 (24.0%) - LHA 111 32 14 - -
B 600*3 (1743) (853) 100%*2, 80% (O) 6.0%*3 (18.0%) - LHA 73 ~ 77 2 (2) 2 (2) 8 14 - -
C 350, 600, 1000 (1458) (957) 78% (O), 90% (M), 60% (O) 2.45%, 4.2%, 7.0% (13.65%) - LH 29 4 (6) 4 (8) 4 14 - -

Aerial Kohaku assist series. Identical to the grounded version.

H22X
I did my best.
H22A/B/C (No EX)
MBCHisui22AB.png
Hhisui22A.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B
(Explosion)
600 384 50% (O) 5.6% - LH 92
9/1
180
2
50 - -
  • Item set. Most typically used for okizeme.

A:Close bento. Hisui pulls out a tablecloth and sets a plum sandwhich bento on it, which will explode when stood upon. Launches on hit.

B: Far bento. Like the A version, but the cloth travels further along the ground.

C - - - 1.4% - - 34 300 41 - Clash
(While Active)

Hisui pulls out a stool which will clash any one attack that touches it, keeping you safe and allowing you to punish with a combo of your choice. You can have two stools set up at once. Does not cost meter.

H6C
Hisui's 3 Step Cooking
H6C~6C/[C]~236C
Hhisui6C.PNG
Hhisui6CC.PNG
Hhisui6CC236C.PNG
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 750 480 75% (O) 4.9% N, SP, -CH-, EX, (J) LH 14 3 21 -6 -

Upward pan strike.

6C~6C 600 384 100% 4.2% -CH- LH 12 4 20 -6 -
6C~6[C] 1200 768 100% 7.0% -CH- H 23 4 20 -6 -

Second 6C can be held for overhead.

6C~6C/6[C]~236C 800 672 50% (O) 4.2% - LH 13 6 21 -9 -

Follow up after 6CC or 6C[C].

Kohaku Specials

K236X
Battou - Hidden Sharp Sword
K236A/[A]/B/[B]/C
(236A/[A]/B/[B]~A/B/C)
MBCKohaMech236A.png
A
MBCKohaMech236XA.png
[A]
MBCKohaku236B.png
B
MBCKohaku236XB.png
[B]
MBCKohaku236AA.png
A/[A]~A
MBCKohaku236BA.png
B/[B]~A
MBCKohaku236ABB.png
~B
MBCKohaku236ABC.png
~C
MBCKohaMech236C.png
MBCKohaMech236C2.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 643 96% (M) 7.0% (SP)*, -CH-, -EX- LHA 7 2 29 -13 Clash 4-5
[A] 1500 931 60% (O) 7.0% -CH-, -EX- HA 28 2 44 -28 -

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

B 1000 643 70% (O) 2.1% -CH-, -EX-, (J) LHA* 8 4 44 -24 Clash 4-5
[B] 1200 960 70% (O) 7.0% -CH-, -EX- LH 25 4 44 -24 -

High slash. Charged version wallslams and is air-unblockable. Unlike Crescent, can't jump-cancel on hit.

A/[A]~A 800 288 70% (O) 5.6% - LH* 12 4 28 -18 ~ -17 -
B/[B]~A 800 288 85% (M) 2.1% - LH 12 10 40 -38 -
~B - - - - - - - - 35 - -
~C - - - - - - - - 18 - -

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

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

EX 2000 1536 100% -100.0% - LH 4+5 1 55 -38 Full 1-7

Low slash. Untechable launch.

Kj.236X
MBHKohakuj236AB.png
MBHKohakuj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 38 - Strike 8-13

A command airdash. Has frames where Kohaku is hit invincible but can be airthrown.

B - - - - - - - - 52 - Strike 11-28

B version goes about double the distance.

EX 400*6 (1992) (1433) 100% -100.0% (J) LHA 1+3 12 11 - Strike 1-4

A damaging A version. Jump-cancelable on hit and cancels into air throw.

K214X
MBCMaidsK214.png
MBCMaidsK214A.png
A
MBCMaidsK214B.png
B
MBHMaidsK214C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 384 70% (O) 3.5% - LH 14
(min)
4 54 -14 Clash 11-12, 15-18*

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

5B assist. Air unblockable and wallslams on hit.

B 800*2 (1342) (805) 70% (O) 5.6%*2 (11.2%) - LHA 13
(min)
8 55 -2 -

5C assist.

C 300, 600, 1000 (1724) (1212) 100%, 90% (M), 60% (O) 2.1%, 4.2%, 7.0% (13.3%) - LH 6 3 (4) 4 (5) 7 56 - -

5A6AA assist.

Kj.214X
MBCMaidsKj214.png
MBCMaidsKj214A.png
A
All other versions are the same.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 392 70% (O) 5.0% - LH 22
(min)
4 14 - -
B 800*2 (1342) (821) 70% (O) 8.0%*2 (16.0%) - LHA 25
(min)
8 14 - -
C 300, 600, 1000 (1724) (1212) 100%, 90% (M), 60% (O) 2.1%, 4.2%, 7.0% (13.3%) - LH 15 3 (4) 4 (5) 7 14 - -

Aerial Hisui assist series. Takes a bit more time for the assist to come out, and A version doesn't have clash frames anymore.

K22X
MBHKohaku22A.png
MBHKohaku22B.png
MBHKohaku22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 576 100% 4.2% - LHA 64 2 47 - -

Kohaku screams kyaah and drops a bomb that goes off as soon as it hits the ground.

B 600 384/576 70% (O)/100% 4.2% - LHA 46 618* 49 - -

Kohaku drops a bomb that doesn't go off unless it's hit into the air and then comes into contact with the ground. If it hasn't exploded within 10-11 seconds, it disappears. The bomb can only be hit by the player's attacks, and can be hit multiple times while it's in the air. If the bomb in motion hits the opponent, it does 600 base damage (70% proration) and launches. Hitting the opponent does not change its trajectory.

EX 2500 1920 100% -100.0% - U 7+493 2 35 - -

Kohaku drops a huge bomb with a 3-count timer (about two seconds per count, or six seconds total). Once the timer reaches 0 the bomb goes off with an unblockable blast that can hit Kohaku as well. Notably unlike the B version:

- Both players can hit it.
- Can only be hit when it's on the ground.
- Damages both players.
- Does not do damage if it's knocked into the opponent.

Arc Drives

214214C
MBCMaidsH214214C.png
MBCKohaMech214214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Hisui 8080 (4837) (2971) 100% removes all - LHA 2+3 4 29 -15 Full 1-9
Kohaku 7680 (4589) (3079) 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 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) (2526) 90% (M)*3 removes all - LH 3+1+7 X 25 27 Full 1-24
(Max. Charge) 800*8 (4668) (3325) 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
MBCMaidsH63214C.png
MBCMaidsH63214C2.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground
Air
1200*2, 1600 (3682) (2573) 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 Heat
MB F Kohaku AD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4700 (2176) (842) 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 Heat
(Air OK)
Fhisuiad.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground
Air
1000*3 (2629) (2526) 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.



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