Melty Blood/MBAACC/Shiki Tohno/Crescent Moon/Combos

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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.

Before beginning the rest of the Combo Section, it is important you understand (for the sake of convenience) the common setups and enders Tohno can utilize. The remainder of this section will NOT repeat the following information more than once, if at all (for clarity). This will be to help make the learning curve more practical, while cutting down on the redunancy that was written here prior.

  • All AT enders can be replaced instead with j.623C. For 100 Meter, you can add damage that would be significantly greater than an AT ender; at the cost of the enemy being able to airtech long before you land. Note that ending in 623B not only allows this same drawback, but does even less damage than AT enders. Do not end on j.623B for any reason unless somehow, you find yourself in the specific scenario where you desperately require that 10 extra Meter above all else And no, stacking (j.)623C on top of (j.)623B does not do more damage, so don't dream of canceling from one into the other.
  • As these combos are specific close/to the corner, 2C > 5BB routes can go three ways. One, the basic hj8.BC > dj.BC > AT ender, which sports an easy source of optimized damage at the cost of a good post-knockdown position. Two, j9.[C] > j.22A > land 623BB, for less damage yet a solid, hard knockdown. Or three, the trickiest, delayed j9.[C] > land > 5A > 5BB > 2A(w), j.CB > dj.BC > AT. This last one is fairly difficult to do, but possible to do consistently. You could think of it as the advanced variant of the first route, except it nets even higher damage, gives more meter, and better post-knockdown position.

It should also be known that the more hits a combo has, the more meter you gain. This rule is much more consistent than the damage calculations based on starters, properties, etc. Because Tohno is so flexible with his combo-ability, this makes it difficult to determine which route is most damaging based on which starter, the preceding normals, and so on. Not even 5BB is always the most optimal route for damage; in fact a vast majority of the time it just isn't.

All of the following transcripts will be in terms of the best damage route possible, unless otherwise stated. As an actual Tohno player, your performance for the most part isn't make-or-break if you don't memorize the specific routes. Often times you'll also have to know when to not go for the optimal damage routes and opt for something more basic in order to alleviate Reverse Beat Penalty. But if you do want to memorize said routes, then the information is definitely here for everyone's sake. These routes have all been tested to assure that no other combination of normals is more optimal in terms of damage.

Combo Theory & Notes Going Forward

Basically, all you need to understand is this:

  • Most of what you'll get midscreen is extremely basic confirms
  • The only way to confirm into 2C > 6B > j.B/C > j.22C combos is off raw grounded starters. Otherwise the hitcount isn't sufficient to keep the gravity low enough for the sj8.A/C. And if you're not close enough for the grounded starter, your 6B won't reach.
  • Airborne starters midscreen (Gold Airthrow, Aerial Counterhits, or 623A/B CH) can be followed up with either the damaging combo (2C > 2B(1) > 5BB > j.CB > dj.BC > AT) or oki combo (2C > 5BB > j.[C] > djc > airdash)
  • Airborne starters near the corner get the the corner carry variant (2C > 5BB > dl.j.[c], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT)
  • If you think that's too hard, you can substitute it with either the 2C > 2B(1) > 5BB > etc. variant mentioned above in the corner, or do 2C > 5B > 6B > aircombo for what's still good damage and oki
  • Combos involving j.[C] don't work on Kouma and Wara. Just do some other variant instead
  • 214C corner combos can be done by confirming into 2C, or confirming off 2C OTG

If you see any combo listed as "Tohno 2C conversion variant", that basically means you can do any of the above listed combo conversions that start with 2C. It's suggested for the above listed Airborne starters (Gold Airthrow, Aerial Counterhits, 623A/B CH) you omit 2B(1) and instead use 2B > 5BB if you're going to do j.[C] afterwards.

A video demonstration of the combos listed below can he found here.

Normal Combos

Introductory BnBs

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5C > 2C > 6B > j.BC > dj.BC > AT
4107
Meter Gained: 82.0% Meter Given (vs C-Moon): 25.7% [Link (Video)]
Since 2C is safe on block unlike 5C, and is way less to start up and be punishable on whiff, 5C > 2C is ideal for C-Tohno as a reactable frametrap that's 100% safe on block.
Normal starter, crouching opponent only
  • 2B(2) > 5C > j.BC > dj.BC > AT
4159
Meter Gained: 75.0% Meter Given (vs C-Moon): 23.6% [Link (Video)]
Basic confirm on brouchers
Counterhit starter, airborne opponent
  • Any Air CH > 5C > j.BC > dj.BC > AT
4231
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Simple beginner conversion that leaves you with good oki if you happen to do this near the corner.
Counterhit 623A/B starter
  • 623A/B > 2C > 5C > j.BC > dj.BC > AT
3641
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Only one normal more. Adds about 100 damage. Easy to do, but not much is lost if you don't.
Counterhit starter, can be on airborne opponent
  • Any Air or 623A/B CH > 2C > 2B(1) > 5BB > sjc8.CB > dj.BC> AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Higher damage variant that sacrifices oki for damage.

2C Confirm Variants

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2C > 5C > (5B >) j.BC(A) > dj.BC(A) > AT
3042 ~ 3318
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Absolute basic yet staple Tohno combo.

You'll find yourself converting into this quite often, as there are seldom other ways in which to consistently do so using 2C from a range.

Opt for this in other combos when you want to spend time cutting down on Reverse Beat Penalty.
Practically any
  • 2C > 2B(1) > 5BB > sj8.BC > dj.BC > AT
3557
Meter Gained: 75% Meter Given (vs C-Moon): 23.6% [Link (Video)]
Higher damage combo from 2C as opposed to the above route, at the cost of better post-knockdown positioning.
Note that you can hold 8 after 5BB for an automatic superjump.
Practically any
  • 2C > 5BB > j9.[C]
2159
Meter Gained: 38% Meter Given (vs C-Moon): 11.4% [Link (Video)]
Hard knockdown variant of the above combo. Sacrifices a significant amount of damage for poor okizeme, but still considered somewhat essential in its own right as a part of Tohno's potential.

Can only be followed up by sj.9 > IAD > land during knockdown, leads into meaty. It can also be followed up by 22B~D, however this isn't very scary and is easily reactable; also leads into meaty. If you want to scare your opponent, you can also do Dash > 22B~D after landing. Unfortunately this isn't universal and is easily masahble, but it can be meaty against opponents with slower wakeup such as Riesbyfe. Also has the benefit of at least looking very real to those that don't know it isn't actually safe to set up.

Also the only HKD combo Tohno has where he can OTG the opponent. This can be used for extra damage depending on position, in order to compensate for the loss of damage through the other route. Can also potentially be used to set up tech punishes, if the opponent gets greedy.
2C corner confirm variant. Corner carry or in corner, low hitcount starter
  • 2C > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.B > dj.BC > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Best for when you're near/in the corner and starting with raw airthrow, air CH, or 623A/B CH
2C 214C corner confirm variant Corner carry or in corner.
  • 2C > 2B(1) > 5BB > j9.[C], land > 5AA > 5B > 2A(w), j.BC > dj.BC > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
THE optimal 2C variant used in 214C combos, with the 2B(1) being necessary due to higher hitcount

Basic Meterless Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, standing opponent only
  • 2B(2) > 5C > 2C > 5B > 6B > j.BC(A) > dj.BC(A) > AT
4710
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Standing opponents only. Must also be about point blank when doing this for it to work.

Optimal, meterless, universal punish anywhere on the screen.
May have to delay the 5B or wait a little after 6B on some characters to get this to work.

If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead.
Normal starter, crouching opponent only
  • 5B > 2B(1) > 5C > 2C > 6B > j.BC(A) > dj.BC(A) > AT
4891
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Crouching opponents only. Must also be about point blank when doing this for it to work.

Second most optimal in terms of damage. Meterless, universal punish anywhere on the screen.
May have to wait a little after 6B on some characters to get this to work.

If the delay is too annoying, do j.CB(2) > dj.BC(A) > AT instead.
Normal starter, crouching opponent only
  • 5C > 2B(2) > 5B > 6B > j.BC(A) > dj.BC(A) > AT
5019
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Highly situational and only desirable if Tohno isn't somehow suffering Rebeat Penalty. Crouching opponents only. Must also be about point blank when doing this for it to work.

Most optimal in terms of meterless midscreen damage. Use this as a punish when you're close enough and if the average startup of a C normal will be fast enough to work.

Unlike the above combo, is easier to execute on everyone and doesn't require obtuse timings.
6[B] starter, grounded opponent
  • 6[B] > (5B > 2B(1) >) 2C > 5C > j.BC(A) > dj.BC(A) > AT
4415
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Your one and only overhead combo (that works anywhere on the screen).

Omit the B normals and go to 2C > 5C if you're too far.

Every other possible route gives less damage, unless you do 5C > 2C > 5BB > etc. The damage increase doesn't even amount to 100 to justify the bad position.
236A counter hit against aerial opponent
  • 236A(CH, against aerial opponent) > 2C confirm variant
4891


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner variants work too. Remember the low hitcount

Midscreen Confirms

Condition Notation Damage
vs V.Sion
Notes
Raw Airthrow/Counterhit aerial/623A or B starter
  • Raw AT/Counterhit aerial/623A or B Counterhit > land > 2C confirm variant
3051


Meter Gained:  ??? Meter Given (vs C-Moon): ???
For the counterhit aerial, if you're too far, just dash up before the 2C
Shield > Counterhit 623A starter
  • Shield > CH 623A > land > 2C confirm variant OR (2B(1) >) 5B > 6B > j.BC(A) > dj.BC(A) > AT
3282
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Midscreen, the 2B(1) > 5B route is just slightly higher than the 2C confirm variant. But it doesn't really matter to be honest. Corner confirm variants do most damage and meter gain.
Counterhit 2C starter
  • CH 2C > 5A(w), 2C confirm variant
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Basic conversion off of 2C counter hit starter.
Counterhit 214A/B starter
  • CH 214A/B, 5A > 5B > 6B > j.BC(A) > dj.BC(A) > AT
3488
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Can work regardless of distance. If this move counter hits, that's always a potential conversion no matter where or what.
Linking/Execution is rather tough, making the attempt at conversion alone a bit of a risk. But it is possible to perform consistently. 214B is more forgiving with timing since the hitstun lasts just a little longer.
Counterhit 236A starter
  • CH 236A, 2ะก confirm variant
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A pretty hard but important link as damage is insane even with the most basic of 2C confirms.
236A counter hit in the corner, close to the opponent
  • CH 236A, 2A > 5C > 2C > 214C > )5A(w) > 5B(w)[B] >) 22D > 2C confirm variant
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner only, close to the opponent, counter hit, and of course, requires 100 meter. Ridiculous damage if you can manage this though
22C starter
  • 22C, 2C > 6B > j.BC(A) > dj.BC(A) > AT
3648
Meter Gained: 75% Meter Given (vs C-Moon): 24.7% [Link (Video)]
Staple 22C combo for when you are too far from facing the corner.
Most optimal confirm in such a scenario. Works on everyone.
22C starter, near corner
  • 22C, 2C low hitcount corner variant
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Obviously can't be done when the opponent is fully in the corner since there's no space to.
Normal starter, grounded opponent, 100% meter
  • 5B > 5C > 2B(2)/2C > 6B > j.B(2)/C > j.22C, sj8.CB > dj.BC > AT
5354
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
The j.22C combo. Your staple metered midscreen route. The highest source of damage you'll get in such a situation.

This route is the most optimal in terms of damage which exists for j.22C. So do 2B(2) if the enemy is crouching and 2C if the enemy is standing. j.C will net more damage than j.B, but not any significant amount, and risks coming out when the enemy is too high compared to j.B. So do j.B(2) if you want.

Similarly, if you find the j.CB part too difficult, it might be easier instead to replace the first j.CB with a j.AC.

Situational Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5B[B] > 22D > 2C confirm variant
4700


Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
j.[C] starter, grounded opponent
  • j.[C], 2C confirm variant
??? ???
j.22C starter, grounded opponent
  • j.22C, land j.BC > dj.BC > AT
4353


Meter Gained:  ??? Meter Given (vs C-Moon): ???
If the opponent is higher than ground level at the time of j.22C hit, you won't be able to land j.BC, in those cases, you can use sj8.AC as your air combo. On high enough air hits you won't be able to get anything at all.
j.22C CH starter
  • j.22C CH > land 2C confirm variant
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Insane damage. Can also add 5B(w)[B] sometimes, primarily in the corner or after air hit for even more damage, around 700 more.

Corner Combos

Note: All of the following combos which involve doing 2C/sweep in the corner with 5B available after will ALWAYS have the 5BB > delay j9.(delay)[C] > land > 5A5BB > Etc.

Basic Corner Specific Routes

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2C > 5BB > j9.[C] > j.22A > land > 623BB
3419
Meter Gained: 55% Meter Given (vs C-Moon): 17.6% [Link (Video)]
Corner HKD variant. Cannot OTG.
Have to do j.9[C] as quickly as possible while ascending, and j.22A should be input as soon as j.[C] hits. Leave a bit of a gap between j.22A and 623BB, since it won't buffer immediately due to the landing portion.
Raw Airthrow starter
  • Raw Airthrow > land > 2C > 2B(1) > 5B > 6B > j.BC(A) > dj.BC(A) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
OTG normal starter
  • 5AAA > 5B > 2B(2) > 2C > 5C > 2A(w)/236C
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Max damage 236C OTG route. Use this if you want a bit of extra damage and are willing to spend 100 Meter for that and a better knockdown than the 214C variant. If you find this entire sequence too hard, then you can stop at precisely any point you wish past the first 5A, and the 236C will still connect.
Go for the 2A(w) route if you don't wanna spend the meter but are hoping to catch a tech punish and wanna recover in time to catch it. 2C can and will punish after 2A(w) recovers.

Special Confirms

Condition Notation Damage
vs V.Sion
Notes
22A starter, grounded opponent
  • 22A, 2B(1) > 5B > j.BC(A) > dj.BC(A) > AT
4268
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Corner conversion off of a stray 22A.

Strangely, but truthfully, the most optimal yet simplest conversion there is for the starter.
If the opponent is counter hit, they'll stay still in place before flying towards the wall. Your cue on when to do 2B(1) should be as the ripple effect on the wallbounce is just about to fade.

If the opponent is jumping as this hits, 2B may not connect. In which case, omit it and just go right into either 5B or j.B depending on height.
22[A] starter, grounded opponent
Works On: Everyone except Ryougi
  • 22[A], 5B > 6B > j.BC(A) > dj.BC(A) > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Exact same as the above EXCEPT DO NOT ATTEMPT THIS ON RYOUGI SHIKI. Due to her strange properties, this will drop on her.

For Ryougi Shiki, just do the 2B(1) > 5B route instead.

Weirdly enough, for some reason, 22[A] is better optimized with 5B > 6B before air combo. Keep that in mind.
236B starter, airborne opponent
/214B starter
  • 236B (air hit), OR 214BB > j.(A)BC > dj.BC(A) > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Corner confirms off of both Specials.

For 236B, you have to connect with j.A, otherwise the combo will drop. For 214BB, it's optional but if you can do it then go for it.

214BB confirm loses to 5BB > j.CB > dj.BC > AT in terms of damage, but is overall far more practical to land consistently.

Advanced Corner Combos

Condition Notation Damage
vs V.Sion
Notes
214C combo
  • 2B(1) > 5C > 2C > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Your staple, metered corner combo as Tohno. Omit the 5A(w) > 5B(w)[B] part if the preceding hitcount is too high (generally around 4 or 5 hits before 2C).
214C combo OTG
  • 2C > 22D OR 22B~D OR 5A(w) > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above except now it's OTG.
214C combo OTG
  • 2C > 22D OR 22B~D OR 5A(w) > 214C > j7 > IAD backwards > j.[C](w) > land > 2C > 5BB > 5A(w), j.BC > dj.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above except now it's OTG variant 2.
214C combo OTG
  • 236B 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above except now it's a reaction confirm from raw 236B
236A Counter hit starter in the corner
  • 236A(CH), 2A > 5C > 2C > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above except now it's a reaction confirm from CH 236A. Better and more easily done against crouchers.
j.22X corner confirm
  • j.22X > 236A > 214C > (5A(w) > 5B(w)[B] >) 22D > 214C confirm variant (see above)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same as above except now with j.22X in the corner
(Ender option)
  • Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? [Link (Video)]
Please check the Corner 22A Combo section for more details.
236B starter, airborne opponent
/214B starter
Works On: Aoko, Powered Ciel
  • 2A > 5BB > 6[B] > 2B(1) > 2C > 22A, 2B(1) > 5BB > j.9 > delay > j.[C] > land > 5A > 2C > 6B > 2B(1) > 5BB > 2A(w) > j.BC > dj.BC > AT
5855
Meter Gained: 185.0 Meter Given (vs C-Moon): 61.5 (Video)
Combo specifically doable on Aoko and Powered Ciel. On Aoko, it's 5855 dmg, and for C-Tohno, 185% meter gain. Right below the 25-hit mark before the enemy's meter gain becomes a problem too.

Omit the 2B(1) after 22A if you're heading towards the corner going this. AKA, when you're not already in the corner when you start this.

This should also be possible on other characters, but hasn't been tested thoroughly at the time of this writing due to its extremely difficult execution.

The Corner 22A Combo

  • Etc. > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT

Due to the amount of minute yet important details which surround this particular combo, it will have its own subsection apart from the rest.

This is the second of C-Tohno's two defining corner combos. It can also be done near the corner. Please remember that if you are going towards the corner doing this, as opposed to already being in there, you must omit j.B as it will not reach and the rest will drop.

You'll want to confirm into this whenever you can since it not only gives about 4K damage each time, but about 115-120% meter too. Quite the absurd departure above average in terms of reward, especially considering its meterless too. However, confirming into this combo is tricky for a number of reasons. Said reasons most primarily revolving around the 2C > 6B portion, and how characters in this game have independent falling speeds.

Certain characters will need to have a certain number on the combo counter satisfied before 2C, otherwise they'll not fall quickly enough for the 22A to connect, allowing them to airtech. Some characters might need about as much as 5 hits minimum before the 2C, and others might not need any at all. Hence the "Etc." portion not being strictly defined. Necessary hit-count varies among characters, and there isn't any particular combination of normals you're forced to stick to. Do note that this combo's execution doesn't differ at all based on whether the opponent is crouching or standing.

The following is a list of how many hits you require before 2C, based on character.

Characters Who Need:

  • No Hit Before 2C:
Neco-Arc, Neco-Arc Chaos, Nero
  • 1 Hit Minimum Before 2C:
Warachia
  • 2 Hits Minimum Before 2C:
Aoko, Kohaku
  • 3 Hits Minimum Before 2C:
Miyako, Len, Powered Ciel, Riesbyfe, Ryougi
  • 4 Hits Minimum Before 2C:
Akiha (Seifuku), Akiha Tohno, Ciel, Kouma, Nanaya, Tohno, White Len
  • 5 Hits Minimum Before 2C:
Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech-Hisui, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari

It should be known that you can get the hit-count to 5 before 2C on any character, and the combo will still work the same. Of course, for those that absolutely require 5, you can't have any less. The following are some (of the most practical) examples that work on everyone. Note that all of these will include 5C. It helps to know that delaying 5C as opposed to cancelling it ASAP allows Tohno sink in, getting him to get closer to hit his next normals.

  • Dash forward > 2AAA > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
  • IAD forward > j.B(2) > land > 2A > 5B > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT
  • IAD forward > j.B(2) > land > 5B > 2B(1) > 5C > 2C > 6B > 22A, j.A(B)C > dj.BC(A) > AT (higher damage variant, tougher to confirm)
  • IAD forward > j.B(2) > 5B > 5C > 2B(2) > 6B > 22A, j.A(B)C > dj.BC(A) > AT (highest damage variant, toughest to do and confirm)


Now here's where it gets tricky. The above information is relevant ONLY if you perform the combo with similar timing across characters (which is how you should be doing it most of the time regardless in order to confirm right.) The "number of hits you need per character list" in a more objective manner of speaking, is less the actual hit-count you need, but the amount recommended to let the combo go smoothly. For example, Sion Tatari is listed as "5 Hits Minimum Before 2C", when in actuality, it's 1. On her, if you do Normal > 2C, then delay 6B as long as possible before 22A, gravity won't matter at that point as she's low enough for the Special to connect. The above list and combos are there since the delay timing is tough regardless, and the lesser hits make practical confirms even tougher. Nonetheless, this is good to know when labbing/theorizing/experimenting Tohno setups and confirms, just to have that extra bit of leverage. It may be difficult to make practical, but certainly not impossible as this knowledge has been demonstrated and put to practice by past Tohno players.

So with this bit of information in mind, the following is a list of:

Characters Who Need:

  • No Hits Before 2C Delayed into 6B:
Akiha Tohno, Akiha (Seifuku), Aoko, Ciel, Kouma, Kohaku, Len, Miyako, Neco-Arc, Neco-Arc Chaos, Nanaya Shiki, Nero, Powered Ciel, Riesbyfe, Ryougi, Tohno Shiki, Warachia, White Len
  • 1 Hit Minimum Before 2C Delayed into 6B:
Akiha Vermilion, Archetype: Earth, Arcueid, Hisui, Mech, Red Arcueid, Roa, Satsuki, Sion, Sion Tatari