Melty Blood/MBAACC/Shiki Tohno/Half Moon

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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
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    • Add meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
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  • Additional Ressources/Players to watch/ask
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    • 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.
  • Overview/General Gameplan:
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  • (Combos:)
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Additional Resources

H-Tohno Match Video Database

Players to watch/ask

JP:

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NA:

  • Text goes here after asterisk
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Overview

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

Although he was once among the strongest characters in the game, in MBAACC H-Tohno is usually considered on the weaker end of the character roster and by far the weakest of the three Shiki Tohnos. Players looking to explore H-Tohno will find a character with awkward, low-damage confirms unless he gets a clean jump-in or a point-blank hit in the corner with meter. H-Tohno loses many of C-Tohno's most powerful tools, including his grounded overhead 6[B], divekick specials, his ability to easily confirm off counterhit DPs, a powerful all-purpose j.[C], cancellable 236[B] dash, less comboable 214B, and many others. In exchange, he gains an unwieldy 6C that is difficult to integrate into combos and a decent but somewhat unimpressive 5A6AA series. His normals are overall less suited for neutral and space control than the other two Tohnos, and his special move suite is by far the most limited - even the moves he shares with C-Tohno are almost universally less-powerful versions. To compound this, his okizeme is extremely poor even if he sacrifices damage for knockdown.

So why play H-Tohno at all? There is one very important trait of H-Tohno that sets him apart from the other two Tohnos - his extreme speed. Crescent and especially Full Moon Tohno suffer tremendously from their heavy reliance on Tohno's dash to get in, since their airdashes are extremely poor for covering space quickly and their walkspeed is mediocre. Although Tohno excels in midrange footsie battles, when faced against characters that are strong at restricting grounded movement like Aoko or Nero, C-Tohno and F-Tohno can struggle immensely to get in and stay in. H-Tohno, on the other hand, is a speed demon, with one of the fastest horizontal airdashes in Melty Blood and a fantastic grounded walkspeed, while still retaining the infamously strong Tohno dash (actionable on frame 4!). His grounded normals move him forward to keep up the attack, and although he needs a clean hit to do decent damage, his corner damage is actually quite high if you have a keen eye for hit confirms.

In general, it is difficult to recommend H-Tohno to most players - if what you just read sounds appealing, any Nanaya moon is almost certainly going to be a better fit for your playstyle, especially H-Nanaya. However, if you're looking to master all three moons of Tohno for counterpick purposes or character loyalty, or just like the idea of playing an extremely fast character with good footsies and don't mind working hard for damage, H-Tohno can be a rewarding challenge. Almost any character in Melty Blood can win despite their shortcomings, and H-Tohno does have the fundamental tools to overcome any foe, so if playing a "bad" character doesn't deter you, let's get started!

General Gameplan

Place text here*

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.

Please always keep in mind that Melty Blood's combo system is very freeflow, especially in the Crescent Moon and Half Moon styles. Especially with a footsies-oriented character like Tohno, you will not always get the same kind of starters/strings for all of these combos, so remembering what normals you've already used in a given blockstring is important for figuring out how to confirm a stray hit.

In the corner, using 5B instead 5BB might be better if you want to have better oki options. In general, keeping the opponent lower in the air is a good idea for Tohno.

To follow the 5BB into air combo, use neutral jump to superjump after the opponent. 2B does not have very good range so a lot of the time you may be omitting it to go from 2A to 5C instead. Another thing good to mention - You want to delay 5BB superjump cancel combo as much as possible after you jump. This is so that you can lower your reverse penalty is much as possible (Also makes air throw easier to combo, since enemy will be lower).

Use super double jump with either 29 or pressing and releasing 9 during an air attack.

The aerial portion of all H-Tohno's combos often depends on your positioning and timing a lot, as well as the character you are against. j.BC(A) dj.BC will work on anyone off anything but often requires some delay or tweaked timing, wheras j.CB sdj.BC is usually easier from 5BB launches. j.BC sdj.CAB is the highest damage option and is generally used when the opponent is higher than you and you wish to bring them down for a lower airthrow.


Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5B > 5A(w)6AA > 6[C] > IAD j.C > 5BB > 2A(w) > j.CB > j.BC > AT
4591
Meter Gained: ??? Meter Given (vs C-Moon): ???
This combo takes some practice to pull off consistently, but its not super hard. The damage is good and it works everywhere. If you do 5B too quickly after j.C, you will get reverse beat, which will lose damage. To avoid that, add some small delay after j.C. This is not hard, since hitstun from j.C is long.
Normal starter, grounded opponent
  • 2AA > 5B > 5A(w)6AA > 6[C] > 2A > 2B > 5BB > j8.BC > j.ABC > AT
4487
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easier 2A starter (without IAD)
Raw airthrow starter
  • Raw AT, land 2C > 5BB > j8.BC > j.BC > AT
2996
Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple one.
Shield Counter starter, grounded opponent
  • Shield Counter, 2C > 2B > 5BB > j8.BC > dj.BC > AT
3012
Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple one.
Jump in starter, grounded opponent
  • j.C > 5B > 5C > 5A(w)6AA > 6[C] > IAD j.C > 5BB > 2A(w) > j.CB > j.BC > AT
6080
Meter Gained: ??? Meter Given (vs C-Moon): ???
This combo takes some practice to pull off consistently, but its not super hard. The damage is good and it works everywhere. If you do 5B too quickly after j.C, you will get reverse beat, which will lose damage. To avoid that, add some small delay after j.C. This is not hard, since hitstun from j.C is long.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Raw airthrow starter
  • Raw AT, land 2C > 2B > 5BB > j8.CB > j.BC > AT
3074
Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple one.
Jump in starter, grounded opponent, 100 meter
  • j.C > 5B > 5C > 5A(w)6AA > 6[C] > 2A(w) > 2C > 214C > 2C > 2B > 5BB > j.BC > j.ABC > AT
6419
Meter Gained: ??? Meter Given (vs C-Moon): ???
Hard part is to whiff 2A after 6[C], because its pretty big. Because of that, it might not work on all chars. If you do 5B too quickly after j.C, you will get reverse beat, which will lose damage. To avoid that, add some small delay after j.C. This is not hard, since hitstun from j.C is long.
Grounded opponent, heat
  • 2AA > 5B > 2B > 5C > 2C > 236C <walk back> AD
3200 + 3200
Meter Gained: ??? Meter Given (vs C-Moon): ???
The unblockable setup in the corner. Have to time AD to start being in the air during opponent wakeup. This setup loses to heat/blood heat activation, or ex dp. Ex dp's are difficult to pull off because of weird slow motion going on during the AD, and h-tohno recovers quickly from AD, might even be able to punish with 2C.
Grounded opponent, heat
  • 2AA > 5B > 5A6AA > IAD j.C > 5B > 623C <tiny walk back> AD
3893 + 3200
Meter Gained: ??? Meter Given (vs C-Moon): ???
Another unblockable setup in the corner. Have to time AD to start being in the air during opponent wakeup. This setup loses to heat/blood heat activation, or ex dp. Ex dp's are difficult to pull off because of weird slow motion going on during the AD, and h-tohno recovers quickly from AD, might even be able to punish with 2C.

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.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MBCTohno5A.png
MBHTohno5A6A.png
MBHTohno5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 360 115 70% (O) 2.8% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 4 3 11 -2 -

A short range kick to the shins. Despite what it looks like, it hits mid.

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

Tohno lunges forward afterwards.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LHA 9 4 17 -3 -

He finishes with a foward-moving slash. Launches on hit.

5B
5B
5B~B/[B]
MBCTohno5B.png
MBCTohno5BB.png
MBCTohno5BXB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 700 384 90% (O) 4.9% N, SP, -CH-, EX, (J) LH 7 5 12 -2 Clash 7-12

A forward stepping elbow attack. Moves you forward a fair amount and has a solid clashframe box on the startup and active frames. Can anti air with this attack, but it requires precision to use effectively. Good for using after dash 2A to confirm into either a ground string or air combo.

5B~B 900 672 63% (O) 6.3% (N), SP, EX, (J) LH 9 4 30 -16 -

Followup knife haul attack to 5B. Launches the opponent very high on hit. Can be canceled with a special superjump command by using neutral jump(8) to follow up for air combos. Can only cancel into specials on block, but the window is quite large.

5B~[B] 1600 1152 60% (O) 8.4% (N), SP, EX, (J) H 27 4 30 -16 -

Charged up version of 5BB that is an overhead. Launches the opponent on hit into a very long air untechable state. Is pretty slow for an overhead so not used much. Can only cancel into specials on block, again with the large window.

5C
MBCTohno5XC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1100 768 80% (M) 9.1% N, SP, EX, (J) LH 7 8 23 -5 -

Slow knife thrust that has good range and moves you forward a lot. Has a very long cancel window, which combined with the forward movement, can let you get in range to do particular combos from greater distances if canceled from late. Due to the startup, it's generally relegated to combo/blockstring filler.


Crouching Normals

2A
MBCTohno2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 68% (O) 2.45% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 9 -1 -

Crouching poke. Hits mid. Has solid range and height, making it beat a lot of low invulnerable moves. However, it's quite slow for a 2A so it isn't reliable to mash out with. Less recovery than 5A makes it more useful for pressure strings and whiff cancels.

2B
MBHTohno2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 384 85% (O) 4.2% N, SP, EX, (J) L 7 4 12 -1 -

The first part of C-Moon's 2B which is safer on block.

2C
MBCTohno2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 576 55% (O) 6.3% N, SP, EX, (J) L 6 6 24 -12 -

Extremely long range and fast low turn kick. Knocks the opponent down on hit. One of the best sweeps in the game due to its speed and range, but has very bad recovery on whiff, so you have to be careful about poking with it.


Aerial Normals

j.A
MBHTohnojA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 144 75% (O) 2.1% SE, N, J LHA 4 4 10 - -

Quickest air normal, but short-ranged.

j.B
MBHTohnojB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 384 90% (O) 4.9% N, J HA 7 4 - - -

An aerial kick suitable for air-to-airs.

j.C
MBHTohnojC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 576 90% (O) 9.1% N, J HA 8 6 - - -

A downward kick suitable for jump-ins.


Command Normals

6C
6C
6[C]
MBHTohno6C.png
MBHTohno6XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 384 85% (M) 5.6% (N), SP, EX, (J) LH 6 8 23 -13 -

Tohno charges forward.

6[C] 1300 784 60% 9.1% (N), SP, EX (J) H 25 5 20 -7 -

The slower charged version becomes an overhead, is more disjointed, causes a knockdown and is a bit less minus on block.


Universal Mechanics

Ground Throw
MBCTohnoThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1400 465 100% 0.0% - U 2 1 20 - -

Tohno rolls and slams the opponent. Untechable knockdown.

Air Throw
Air Throw
j.4/6A+D
MBCTohnoAirThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (1408) 506 30% 0.0% (Any if Raw) U 1 1 12 - -

Tohno grabs then slices the opponent. When done raw, this ground bounces the opponent and moves you forward, leading to a combo. As a combo ender, this causes an untechable knockdown and leaves you falling straight down. Despite this knockdown, the frame advantage you get afterwards isn't much.

Shield Counter
Shield Counter
Auto after a successful Shield
MBHTohnoShieldCounterStanding.png
MBHTohnoShieldCounterCrouching.png
MBHTohnoShieldCounterAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 40% 3.5% SP, EX, (J) LHA 8 2 20 -4 -

Same animation as 5BB.

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

Same animation as 2C.

Air 500 (303) 174 50% 3.5% - HA 6 4 - - -

Same animation as j.C

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCTohnoShieldBunker.png
MBHTohno214D.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

An upwards slash.

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
MBCTohnoCircuitSpark.png
MBCTohnoAirCircuitSpark.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

236X
MBCTohno236A.png
MBHTohno236B.png
MBCTohno236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1400 960 100% 9.1% -EX- LH 13 3 20 -5 -

The fastest version, and the most commonly used one. Can anti-air effectively anything if spaced correctly, but requires a bit of precision. Is slightly disadvantage on block, but has enough pushback to keep you safe. Typically used as a blockstring ender or a multipurpose high risk/high reward poke. If it hits in a blockstring on a grounded opponent, you can supercancel it into 214C in the corner for a followup combo, or 236C for a midscreen hard knockdown.

B 500*2, 800 (1734) (1107) 100%*2, 70% (O) 4.2%*3 (12.6%) -EX- LH 19 6 24 -8 Clash 5-10

A version that trades C-Moon's upper body invicibility and ability to fake-out for a clash window and more damage.

EX 450*2, 500, 1000 (2150) (1539) 100% -100.0% - LH 1+4 9 (13) 4 24 0 Full 1

Has the speed of the A version and the range and multihit properties of the B. Also has an extra hard knockdown final hit where Tohno charges through the opponent, that could be used to setup a mediocre which way crossup midscreen. This move is very safe on block, but does not really leave you in a desirable position afterwards. Only really ever used to cancel from a 236A midscreen blockstring or to possibly make an unsafe 214A safe. OTG relaunches.

623X
MBCTohno623A.png
MBCTohno623B.png
MBCTohno623C.png
MBCTohno623XX.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1200/800 576/384 60% (O) 8.4%/7.0% (CH) LH/LHA 4 2 (2) 4 35 -25/-21 Full 1-4, Low 5-6
(Auto-Chain) 800 (1609/1209) (772/580) 90% (O) 0.0% - HA 14 7 17 - -
  • Dragon Punch/Shoryuken kick move. All versions have complete startup invulnerability. Air unblockable on the first hitbox, which is very low to the ground, air blockable after that. Unlike C-Moon, the follow-up kick is automatic on hit but does less damage, and the special cannot be done in the air. A strong move overall and causes an untechable knockdown.

After the initial startup invul, has low invul, making it reliable vs most low attacks. Will trade with higher angled hitbox attacks or jump-ins, but you can still combo off this because you recover in time.

B 1500/1000 768/384 60% (O) 8.4%/7.0% (CH) LH/LHA 7 2 (2) 4 42 -32/-28 Full 1-7, High 8-9
(Auto-Chain) 1000 (2010/1510) (1013/629) 90% (O) 0.0% - HA 19 7 19 - -

After the initial startup invul, has high invul, making it reliable vs most jumpins/high/mid attacks. Goes significantly higher than the A version. Generally, on wakeup, A is preferable beacuse you can combo off it even on non trades. However, B is useful for some option selects later on.

EX 1600, 1000 (2451) (1547) 100% -100.0% (CH) LH/LHA 5+3 2 (2) 4 47 -37, -33 Full 1-13
(Auto-Chain) 1000 (3275) (2710) 100% 0.0% - HA 19 7 24 - -

Both the grounded and airborne parts of this move hits, and is completely invulnerable till he starts flying higher off the ground. This move will flat out beat nearly everything. Goes significantly higher than the B version. This EX is good but not used much beacuse his A and B DPs are already very strong. OTG relaunches.

214X
MBCTohno214A.png
MBCTohno214B.png
MBCTohno214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 768 50% (O) 5.6% -EX- L 7 10 13 -8 ~ 0 High 1-21
  • Low sliding attack. Shrinks his hitbox a lot during the slide, meaning it will go under a lot of attacks, and can even be anti aired with. All versions are air unblockable and hit low.

Has the fastest startup, and shrinks his hitbox the most, but has the worst attack hitbox. Is usually safe on block, but will be punishable if blocked point blank. On counterhit, can combo off it, making it a fairly low risk poke/anti air that can lead to solid damage. Most commonly paired with his special cancelable overheads to create pseudo 50/50s.

B 1000 768 100% 5.6% -EX- L 17 10 13 -8 ~ 0 -

Has a longer startup and travels a greater distance. Has the least hitbox shrink, but has a solid chunky hitbox at the tip that will beat most attacks. If spaced properly in blockstrings, this move is neutral on block. Due to the long startup and vulnerability to people just plain jumping out of your blockstring, this move does not see a lot of use.

EX (Hit) 500, 1000 (1351) (860) 100%, 50% (O) -100.0% (N), (SP), (EX), (J) L, LHA 3+5 10 (16) 4 30 -36, -16 Full 1-8, High 9-12
(Whiff Data) - - - -100.0% - - 3+5 10 18 - Full 1-8, High 9-12

Has startup invulnerability to the first hit. Combines the speed of the A version and the distance of the B version. If the slide connects on hit or block, he will automatically preform the same followup attack that 214B has, except that it wallslams. The first attack has a very good hitbox that is likely to stuff most other attacks despite not being completely invulnerable. This move is unsafe on block but can be annoying to punish properly at specific distances. Because of the wallslam part, it's mostly commonly used in corner combos to get more damage, or supercanceled from a connected 236A on a blocked opponent to confirm into damage. It is also his most useful OTG relaunch, as it lets him secure the easiest and highest damage compared to the other relaunchers.

22X
Serious Stance (Flash Run: Harvest Moon)
22A/[A]/B/[B]/C/D (No EX)
(22B~D)
MBCTohno22A.png
A
MBCTohno22B.png
B
MBCTohno22C.png
MBCTohno22C2.png
C
MBCTohno22D.png
D
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 480 85% (O) 7.0% - LH 20 8 16 -6 -
[A] 1000 490 60% (O) 7.0% - H 29 8 17 -7 -
  • Tohno goes into a crouching stance before executing one of 4 different attacks. All 4 have the same initial startup animation and are useful for messing with the opponent in blockstrings.

Lunging forward, Tohno donkey kicks the opponent in the groin (ouch). This move wallslams on hit, making it comboable off in the corner, and is relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Air unblockable, hits mid. Can be charged up to become an overhead.

B/[B] - - - - -CH- - - - 46 - Full 21-32
~D - - - - - - - - 12 - -

Tohno teleports forward. The teleport goes pretty far, but can be canceled at any point by pressing D, where he will instantly reappear again. Is a handy tool for continuing pressure on people respecting your 22A, and lets you punish people trying to shield, dodge, or reversal it if you cancel the teleport quickly. If done on a knocked down opponent midscreen, you can use it to create a mediocre which way mixup.

C 1200 (1162) 270 50% 0.0% - U 22 8 29 - -

Tohno teleports forward again, but this time he will always attempt to appear behind the opponent, whereupon he will command throw them into a groundbounce situation that can be combo'd off from anywhere (except midscreen on Kouma). Because this move requires you to get behind the opponent, it has a pretty annoying range requirement, and it will not work on a fully cornered enemy. This move is so difficult to use properly that it is very rarely used, but since it is now comboable midscreen on everybody now, it could be a useful trick to cinch out a close match with.

D - - - - - - - - 30 - -

Tohno poses...then does nothing. This move is a feint attack that allows him to stay safe and recover vs nearly anything an opponent could do on reaction to the intial pose. Technically a rapidly executed 22B~D cancel has better recovery than this move alone for use in blockstrings. Whilst this move is not very useful by itself, combined with his other versions it can be used as force respect whiff cancel to lead to more pressure.


Arc Drive

MBCTohnoAD.png
MBCTohnoAD2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3200 2738 100% removes all - U, LHA 2+21 30 16 -18 ~ 10 Full 1-47

After the superflash, the entire game is slowed down whilst Tohno leaps forward at the opponent. If he connects, he teleports through the opponent and entire screen is cut up whilst they take a lot of damage. The initial part of the attack before he leaves the ground is unblockable, whilst the later parts are blockable. This super has complete invulnerability, but has recovery during the slowmo part at the end if it whiffs. This AD has an unblockable setup in the corner. The setup is: 236C walk back AD. Have to make sure you are before the air part of your AD during their wakeup frame to prevent jump outs. Due to slow motion, air unblockable part is not 1 frame, but 3.



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