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Melty Blood/MBTL/Akiha Tohno

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Story

After the death of her father, she inherits the role of leader of the Tohno family, a distinguished house in Souya. One year younger than her brother Shiki, she arranged for his return from the Arima family. Her flawless etiquette and bearing perfectly epitomize the daughter of a noble house. She is strict even on herself, rejecting such things as modern-day amusements and frivolity. Because of her prideful and strong-willed nature, many find her difficult to approach. Sensing a mysterious presence in her town, and determined to uphold the Tohno family name, she sets off into the night to investigate...

Gameplay

Akiha is a character who thrives on locking the opponent down and punishing them with extended combos and setplay.

She navigates neutral with her fast but short-ranged normals and situational special attacks that cover specific areas of the screen. She can't reliably out-poke most characters and must rely on good movement to land punishes on the opponent. This fact is compounded by her short airdash, limited coverage on most of her long-range specials like Painting The Moon (623X) and Crushing Beasts (22X), and low damage.

Once Akiha lands a knockdown however, she can easily start her strong okizeme game with her Brilliant Wheel (236X), a multi-purpose tool for okizeme, area-denial, combo extension, and most importantly giving her time to go into mix-ups and/or continue pressure. She can be technical, but a well-played Akiha can make opponent's life hell once she gets them pinned down.

Strengths Weaknesses
  • Powerful Okizeme: Akiha landing a single confirm can easily lead to a looping setplay vortex that heavily favors her and significantly restricts the options of opponents trying to escape.
  • Strong Space Control: While not as powerful as more dedicated zoners like Vlov or Roa, Akiha's specials enforce a tremendous amount of space control and allow her to safely approach or fend off approaches.
  • Fast Normals: Keeping in line with her focus on setplay and mixups, Akiha's normals are exceptionally fast to come out and allow her to easily win a scramble situation with the right button choices.
  • High Damage: Akiha's optimized combo routes increase her damage output greatly, placing her amongst the highest damage dealers in the cast.
  • Limited Mobility: Akiha's aerial movement is noticeably much shorter than average, and is far more suited to her mixup game than it is to navigating the screen in neutral.
  • More Demanding Execution: Akiha's best routes require advanced techniques that will take time to learn and master.
  • Meter Hungry: All of Akiha's best oki situations and guaranteed pressure extensions require meter, so when you're low on resources you're much less threatening.
  • Narrow Hitboxes: Many of Akiha's normals and specials cover extremely specific and relatively small areas of the screen, forcing her to pay attention to her positioning and being mindful of her attacks.
HP Value: 12,000

Backdash: -

Movement Speed: -

Character Summary

Move list

Moon Skills
6B+C - Brilliant Wheel (Air OK)
3B+C - Painting the Moon
4B+C - Brilliant Phantasm
2B+C - Crushing Beasts
Special Attacks
236A/B/C (EX OK) - Brilliant Wheel (Air OK): Long-lasting stationary projectile
623A/B/C (EX OK) - Painting the Moon: Anti-air, reversal (EX ver. only)
214A/B/C (EX OK) - Brilliant Phantasm: Leaping attack, overhead (B ver. only)
22A/B/C (EX OK) - Crushing Beasts
632146C (EX-Only) - Brilliant Cherry Maple: Side-switching command throw
Arc Drive
236B+C - Scarlet Mistress - Cage Hair
Last Arc
A+B+C+D / D in Blood Heat - Scarlet Mistress - Crimson Hammer
Unique Attacks
6C, 3C
Blowback Edge Moves
5[B], j.[C]
Stats & vitals

Dash startup: 6

Dash actionable: 9

Jump startup: 4

Jump airtime: 38

Quick combo reference

Basic Midscreen BNB (Meterless): 2A(AA) 2B 2C 5C 5[B] 214B j.[C] delay j.B 5BXX (j.AB) AT

Basic Midscreen BNB (Metered): 2A(AA) 2B 2C 5C 5[B] 214B j.[C] delay j.B 5C 236C

Basic Corner BNB (Meterless): 2A(AA) 2B 2C 5C 22B delay 5B 6C 214B j8.[C] delay j.B 5CXX AT

Basic Corner BNB (Meterless IAD starter): IAD j.B or IAD j.C > 2B 2C 5C 22B 5B 6C 214B (input jump after 214B ends, but before landing) land j.BC AT

Basic Corner BNB (Metered): 2A(AA) 5B 2B 2C 5C 22B 6C 214B j8.[C] j.236C

MBTL Akiha Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Akiha 5A.png
MBTL Akiha 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Standard 5f jab.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Akiha does a low kick. Short range but quick and gatlings into itself with 4A. Hits low.
5B
5B
5B
MBTL Akiha 5B.png
MBTL Akiha 5B hb.png
Uncharged version.
MBTL Akiha 5B be hb.png
Charged version, sporting clash frames and better reach.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH - - - -
First Active Active Recovery Overall Advantage Invul
8 3 21 31 -6 -
  • Blockstring filler.

Usually you'll want to skip over this and use 5[B] in combos instead. 2B is generally better for blockstrings.

Damage Guard Cancel Property Cost Attribute
290*3 (870) LH - - - -
First Active Active Recovery Overall Advantage Invul
21 3 18 41 -5 Clash 12-20
  • Slightly larger than 5B with multihit properties.
  • Gains clash frames.
Excellent combo filler as it leads to 214B, giving good damage and corner carry. The clash frames can make this a comparatively strong meaty to 236X, as the clash frames can eat mashing, reversals, and Moon Drive Moon Skills alike.
5C
5C
5C
MBTL Akiha 5C.png
MBTL Akiha 5C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH - - - -
First Active Active Recovery Overall Advantage Invul
8 4 23 34 -7 -
  • Blockstring and combo filler.
  • Advances Akiha forwards.
Difficult to get to a spacing where 5A whiffs due to the forward movement. The high angle of the kick can be useful to catch attempts to jump out of your pressure.

Crouching Normals

2A
2A
2+A
MBTL Akiha 2A.png
MBTL Akiha 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 L - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Quick, fast low.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Same framedata and general uses as 5A. This will also be your main abare tool.
2B
2B
2+B
MBTL Akiha 2B.png
MBTL Akiha 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
8 3 19 29 -7 -
  • Low-hitting poke
  • Blockstring filler
Compared to 2C, it offers slightly less recovery and leaves the opponent grounded, but has less range. Does not move you forward.
2C
2C
2+C
MBTL Akiha 2C.png
MBTL Akiha 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L - - - -
First Active Active Recovery Overall Advantage Invul
9 5 21 35 -10 -
  • Low
  • Advances Akiha forward
Combination of range and forward movement make this great for catching landings after crossing under the opponent, and hitting grounded opponents in general. Be careful with it against players who frequently jump out of pressure, or use instant air-dashes to approach.

Jumping Normals

j.A
j.A
Aerial A
MBTL Akiha jA.png
MBTL Akiha jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 HA - - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • Fast, horizontal air-to-air.
Excellent air poke. Covers an area in front of Akiha that her other air normals can't quite reach.
j.B
j.B
Aerial B
MBTL Akiha jB.png
MBTL Akiha jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA - - - -
First Active Active Recovery Overall Advantage Invul
8 4 X
[2 on landing]
- - -
  • Hits on both sides.
  • The neutral.
Hits deep below Akiha and slightly in front of her. Insane jump-in and crossup button.
j.C
j.C
Aerial C
MBTL Akiha jC.png
MBTL Akiha jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA - - - -
First Active Active Recovery Overall Advantage Invul
10 4 X
[2 on landing]
- - -
  • Highest-blockstun air normal.

Basic combo filler and IAD button.

Damage Guard Cancel Property Cost Attribute
900 HA - - - -
First Active Active Recovery Overall Advantage Invul
20 7 X
[2 on landing]
- - Clash 16-19
  • Ground bounce on hit.
  • Gains clash frames.
Safer to throw out than you'd think thanks to the clash frames. Useful combo filler thanks to the ground bounce, as reverse beating into j.B can give rejumps after 214B.

Command Normals

6C
6C
6+C
MBTL Akiha 6C.png
MBTL Akiha 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH - - - -
First Active Active Recovery Overall Advantage Invul
12 4 21 36 -8 -
  • Wall bounces on air hit.
Has enough hitstun to combo into rings in the corner for extended combos. As blockstring filler, limits your options for canceling, and unless you are close to the corner your only noteworthy meterless option to combo is 214A when close enough to the opponent.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
XX
MBTL Akiha rapid2.png
The return of an old friend
MBTL Akiha rapid2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 LH - - - -
First Active Active Recovery Overall Advantage Invul
9 3 23 34 -10 -
  • Placeholder
3C/Rapid Beat 3
3C
3+C

or

X>X>X
MBTL Akiha 3C.png
MBTL Akiha 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH - - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -12 -
  • Enters a cinematic and automatically jump-cancels on hit.
Akiha's universal anti-air and launcher. Useful to add damage to combos after extending with special moves.
Ground Throw
throw
4/6AD
MBTL Akiha throw.png
MBTL Akiha throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Restores a small amount of recoverable health on connect.
Akiha's throw gives her a ton of advantage on hit, letting her safely set up a ring to establish okizeme.
Air Throw
airthrow
Aerial4/6AD
MBTL Akiha airthrow.png
MBTL Akiha airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800, 400 (1200) - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Restores a small amount of recoverable health on connect.
Save your double jump. Akiha can get a 3-way mixup off her air throw with her double jump midscreen. In the corner, she can do TK air ring for an easy high/low mixup.

Special Moves

Brilliant Wheel
Brilliant Wheel
236+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
320*4 (1280) LHA - - - -
First Active Active Recovery Overall Advantage Invul
34 90 10 43 +44 -
  • Places a wheel immediately in front of Akiha at ground level.
  • Replaces an existing wheel (e.g. 236B, j.236A/B) if one is active when input. Cannot replace another 236A wheel.
  • As of the new patch, holding 4X will move the ring backwards.
  • Pushes grounded opponents back, but will not pick them up.
  • Causes airborne opponents to rise slightly.
  • Hits four times.

Setplay tool and ground approach denier. Easy to shield. Some setplay setups allow you to throw autopilot wakeup shields, however.

Damage Guard Cancel Property Cost Attribute
320*4 (1280) LHA - - - -
First Active Active Recovery Overall Advantage Invul
40 90 4 43 +50 -
  • Places a wheel further forwards and higher up than j.236A.
  • Replaces an existing wheel (e.g. 236A, j.236A/B) if one is active when input. Cannot replace another 236B wheel.
  • All characters crouch under the wheel, enabling throw mixups.
  • Pushes grounded opponents back, but will not pick them up.
  • Causes airborne opponents to rise slightly.
  • Hits four times.

Setplay tool and air approach denier. Be careful with this one, as your opponent can dash under the wheel while it's active. Particularly shines as a setplay tool. Opponents who stand shield the ring are vulnerable to lows like 2A or 22B, and opponents who crouch under the ring are vulnerable to throws and overheads.

Damage Guard Cancel Property Cost Attribute
600, 510*4 (2640) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+9 120 15 28 +49 -
  • Places a slightly larger wheel between where 236A and 236B deploy.
  • Does NOT replace any active wheels, and cannot be replaced itself. If one is already active, both will be on screen at the same time.
  • Keeps grounded opponents in the same place and will not pick them up.
  • Keeps airborne opponents in the same position.
  • High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
  • Hits five times.
Highly plus on hit and block, making it a good combo tool.
Brilliant Wheel (air)
Brilliant Wheel
Aerial 236+X
MBTL Akiha j236A.png
Changes air trajectory
175px
Changes air trajectory
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
320*4 (1280) LHA - - - -
First Active Active Recovery Overall Advantage Invul
26 90 X + 12L 25 + X + 12 +30 (TK) -
  • Replaces an existing wheel (e.g. j.236B, 236A/B) if one is active when input. Cannot replace another j.236A wheel.
  • If you have your double jump available, you can jump cancel the recovery starting on frame 40. Cannot be jump cancelled if the move is TK'd.
  • Pushes Akiha backwards and slightly upwards when the ring comes out.
  • Pushes grounded opponents back, but will not pick them up.
  • Causes airborne opponents to rise slightly.
  • Hits four times.

Saving your double jump will let Akiha meaty with this after a low corner airthrow. You'll want to use j.236A in the corner as it sets up better spacing for avoiding reversals and Heats.

Damage Guard Cancel Property Cost Attribute
320*4 (1280) LHA - - - -
First Active Active Recovery Overall Advantage Invul
32 90 X + 12L 31 + X + 12 +36 (TK) -
  • Replaces an existing wheel (e.g. j.236A, 236A/B) if one is active when input. Cannot replace another j.236B wheel.
  • If you have your double jump available, you can jump cancel the recovery starting on frame 40. Cannot be jump cancelled if the move is TK'd.
  • Pushes Akiha forwards and slightly upwards when the ring comes out.
  • Pushes grounded opponents back, but will not pick them up.
  • Causes airborne opponents to rise slightly.
  • Hits four times.

Saving your double jump will let Akiha meaty with this after a low midscreen airthrow. Moving forwards is more advantageous here as her airthrow launches outwards.

Damage Guard Cancel Property Cost Attribute
600+510*4 (2640) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+8 120 X + 12L 11 + X + 12 +43 (TK) -
  • Places a slightly larger wheel between where 236A and 236B deploy.
  • Does NOT replace any active wheels, and cannot be replaced itself. If one is already active, both will be on screen at the same time.
  • If you have your double jump available, you can jump cancel the recovery starting on frame 25. Cannot be jump cancelled if the move is TK'd.
  • Keeps grounded opponents in the same place and will not pick them up.
  • Keeps airborne opponents in the same position.
  • High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
  • Hits five times.
Same as ground 236C, landing j.236C gives Akiha plenty of time to set up j.236B in the middle of her jump arc for a potent mixup.
Painting the Moon
Painting the Moon
623+X
MBTL Akiha 623A.png
MBTL Akiha 623A 1 hb.png
Earliest active frames are closer.
MBTL Akiha 623A 2 hb.png
Hits further later.
MBTL Akiha 623B hb.png
Slightly expanded hitboxes for 623B.
MBTL Akiha 623C hb.png
Even bigger for 623C.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
8 13 20 40 -6 -
  • Air unblockable.
  • Doesn't hit crouching opponents.
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
13 13 14 39 0 -
  • Air unblockable.
  • Doesn't hit crouching opponents.
  • 0 on block, but most opponents will be couching anyway.
Damage Guard Cancel Property Cost Attribute
430*5 (2150) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+3 13 33 52 -11 1-15 Full
  • Air unblockable.
  • The closest thing Akiha has to a reversal.
Brilliant Phantasm
Brilliant Phantasm
214+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*3 (1320) - - - - -
First Active Active Recovery Overall Advantage Invul
20 4 20 43 -3 -
  • This version hits mid however is a faster than the B version.
Damage Guard Cancel Property Cost Attribute
440*3 (1320) - - - - -
First Active Active Recovery Overall Advantage Invul
29 4 20 52 0 -

Slow overhead.

  • Useful combo tool; it's in almost every BNB.
  • Jump-cancelable on hit.
Damage Guard Cancel Property Cost Attribute
490*5 (2450) - - - - -
First Active Active Recovery Overall Advantage Invul
4+4 7,3 22 51 -2 1-6 Throw
  • Mostly used in EX confirms.
Crushing Beasts
Crushing Beasts
22+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1320) L - - - -
First Active Active Recovery Overall Advantage Invul
11 11 14 35 -4 -

Safe pressure ender.

  • Hits low.
  • -1 at close to max range and +3 at absolute max range. Capitalizing on the frame advantage is difficult at that distance, however, and the effective startup is slower.
Damage Guard Cancel Property Cost Attribute
640*2 (1320) L - - - -
First Active Active Recovery Overall Advantage Invul
18 11 12 40 0 -

Frame trap and safe pressure ender.

  • Hits low.
  • +3 at close to max range and +7 at absolute max range. Capitalizing on the frame advantage is difficult at that distance, however, and the effective startup is slower.
  • Also shines as a meaty, as its range is just a hair longer than Heat activation and it blows up high shield (which people will do to avoid B ring).
Damage Guard Cancel Property Cost Attribute
520*5 (2600) L - - - -
First Active Active Recovery Overall Advantage Invul
4+4 15 10 32 +2 -

Hard knockdown combo ender. Use this in pushed combos where 236C wouldn't knock down.

  • Hits low.
  • +2, though EX Wheel is the better pressure reset.
Brilliant Cherry Maple
Brilliant Cherry Maple
632146+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800, 520 (1320) Throw - - - -
First Active Active Recovery Overall Advantage Invul
4 2 34 39 - 1-6 Throw

Command grab super that grants a followup combo.

  • No longer possible for opponents to jump after the super-flash. This now offers another way to hit players trying to block.
  • When punishing shield it gives about 1k more damage than a normal throw would, if you don't spend additional resources. This is a pretty fair meter-to-damage conversion, and compares favorably with other options like 236C ender.
  • Especially likely to to hit when used under 236B, since the wheel will catch attempts to preemptively jump. Beware people preemptively DPing or using moon drive though.

Moon Skills

Brilliant Wheel
Brilliant Wheel
6+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*3 (1320) LHA - - - -
First Active Active Recovery Overall Advantage Invul
19 90 28 45 +18 -
Damage Guard Cancel Property Cost Attribute
440*3 (1320) LHA - - - -
First Active Active Recovery Overall Advantage Invul
19 90 X+12L 19+X+12 +12 (TK) -

MS Wheel. Comes out faster than the other wheels and is +18 on block, which makes it a solid pressure reset. It's also used in a few specific oki setups.

  • The recovery of j.6BC is jump cancellable.
Painting the Moon
Painting the Moon
3+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH - - - -
First Active Active Recovery Overall Advantage Invul
9 13 20 42 -6 -
  • Air unblockable.
This is what her other ribbon specials want to be. Clash frames, good reach, and air unblockable property make this a great anti-air. Also a lot easier to anti-air with thanks to its input.
Brilliant Phantasm
Brilliant Phantasm
4+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
300*5 (1500) - - - - -
First Active Active Recovery Overall Advantage Invul
15 3, (11), 4 21 53 -1 (+19 on jc) -

Hits once as Akiha jumps, then three more times like normal.

  • Useful combo tool, particularly in Moon Drive. Can also be used as a slow clash reversal in moon drive; the main attraction here is the horizontal movement.
  • Jump cancellable on block. This enables one of the few fuzzy mixups in the game--4B+C(3) j.[C]. Not the most effective mixup, since it's slow, but the fact it's even possible is quite unique.
  • Despite the listed startup, it won't hit crouchers until frame 29, the same as 214B.
Crushing Beasts
Crushing Beasts
2+B+C
MBTL Akiha 2BC.png
Miyako 2BC this ain't
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
600*3 (1800) L - - - -
First Active Active Recovery Overall Advantage Invul
11 11 12 33 0 -
  • Combination of 22A's speed and 22B's frame advantage.
Looks pretty good on paper but it doesn't give a hard knockdown and is generally overshadowed by her other Moon Skills.

Super Moves

Scarlet Mistress - Cage Hair
Scarlet Mistress - Cage Hair
236+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 Throw, LHA - - - -
First Active Active Recovery Overall Advantage Invul
5 2,3 36 61 - 1-24 Full
  • Unjumpable post-flash, making it a potent mixup option with 236B
  • Restores a small amount of recoverable health on connect.
  • Command grab that transitions to a strike if it whiffs.
  • 18f gap between the command grab and the strike components.
Scarlet Mistress - Crimson Hammer
Scarlet Mistress - Crimson Hammer
A+B+C+D
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] - - - - -
First Active Active Recovery Overall Advantage Invul
9 4 27 39 -14 1-12 All
  • Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
  • Uses the animation of her 5B if done manually with 4 magic circuits.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap
2C X ?

Customization

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
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Color 21


Akiha Tohno Wiki Roadmap

23% complete
Page Completed To-do Score

Overview

Basic descriptions for most normals, specials, and moon skills. Full frame data added.

Hitbox diagrams for most specials and moon skills. Some items related to frame data (especially frame advantages) need to be recalculated.

12/25
Strategy

Basic explanation of 236B setup.

Add comprehensive explanation of gameplan (neutral, pressure, oki, defense). Add & explain tech for common situations.

5/25
Combos

BnBs added, as well as a couple more advanced conversions. Simple & barebones combo theory and combo piece practice advice.

Add more combos & improve combo theory. Classify enders by oki setups they enable & cross reference to relevant tech on Strategy page.

5/25
Matchups

Templated added.

All matchups need to be added.

1/25

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