Melty Blood/MBTL/Hisui & Kohaku
Gameplay
Hisui & Kohaku (commonly called Maids) are stance/puppet character(s) who overwhelm their opponents with grimy setups and unrelenting pressure.
The duo is controlled one at a time and can be swapped back and fourth (22D) before round timer starts or while in neutral, with Hisui (default) for close range furniture violence and Kohaku for mid-range sweeping attacks. These two unique 'stances' sport good frame data and hitboxes of their moveset that fits their respective range quite well.
The key to their nasty pressure game is their setplay. Hisui prepares toxic bento picnic at various range that acts as a grounded launcher mine, while Kohaku brings out various weird plants to force frametraps and zoning. They can also call the other with a special to lend a hand with their moves to enforce mix-ups (Hisui's run-up normals, Kohaku's setplay and j.C hijinks) leading to wide array of punish and okizeme opportunities.
That said, their pressure game and okizeme often leave them within opponent's reach. Moreover, the two maids have different move speed and airdash distance. It takes time for each maid to run over to your current position before switching. Astute players may exploit inevitable gaps in pressure and put them in bad spot, where they are sorely lacking in defensive options with only their Arc Drive(s) as their only real reversal, and must rely on universal tools like Shielding or Moon Drives to get out. Thus, knowing what options you have on hand and when exactly to use them is crucial to winning with the maids.
Pick if you like | Avoid if you dislike |
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A quiet, yet deeply affectionate maid
A maid for the Tohno family, responsible for household chores (except cooking) and taking care of Shiki. She is Kohaku's younger twin.
Unlike her sister, she is known for wearing more modern, non-traditional clothing.
Her quiet nature makes her true feelings difficult to read,
and her formal way of speaking has led Shiki to see her as being rather mechanical. Her fighting skills are not quite on the same level as her sister, but she holds her own well enough.
A young girl who brightens the Tohno residence with her smile
She and her twin sister Hisui have worked for the Tohno family since they were young. Her trademark outfit is an apron over a classic kimono.
Apart from assisting Akiha, she does household chores and tends the garden. Her pharmaceutical knowledge means she is also responsible for Shiki when he falls ill. She is endlessly cheerful, always willing to help, and wears a constant smile.
In battle, Kohaku can be seen wielding the sword she keeps hidden in her broom, calling on strange plants, and even dropping fire bombs from above as if by magic. How she is capable of such things is still a mystery to those around her.
Main Weapon/Skill
Duster, Frying Pan, Ladle, Spatula, Furniture / Bamboo Broom (With Hidden Sword), Suspicious House Plants, Strange Medicines, Dubious Fire Bombs
Basic Info
Height: 156cm
Weight: 43kg
Blood Type: B
Birthday: March 12
Voiced by: Kana Ichinose & Yuuki Kuwahara
The Bonds of Sisterhood
Each time Sisterly Bond - Birth is used, the maids will recover some of their Vital Source, giving them the ability to partially make up for their lack of HP with enough switches.
Character Summary
Coming soon.
Maids:
HP: 11,000 (Low)
Hisui:
Backdash:
- 1-10 Full Invul - 1-14 Strike Invul - 15-19 Projectile/Air Invul - 5-25 Airborne - 34 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 37
Kohaku:
Backdash:
- 1-10 Full Invul - 1-14 Strike Invul - 15-19 Projectile/Air Invul - 6-26 Airborne - 35 Total
Dash startup: 7
Dash actionable: 5
Jump startup: 4
Jump airtime: 38
Coming soon.


Hisui Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 15 | 24 | -4 | - |
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 21 | 35 | -7 | - |
Hits twice with a big hitbox. Hisui moves forward a bit and swings a chair at the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*3 (1186) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 12 | 23 | 58 | -10 | Clash 18-23 |
Hits three times. Easily catches most backdashes. Lots of clash frames.
Hisui lunges a considerable distance across the screen. She is protected from most attacks with clash frames, allowing her to truck through projectiles and physical attacks. Don't get to greedy with this however as opponents can shield it or punish the long recovery. One of your best combo starters.Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Hisui jabs her hand forward towards her opponent. This is your fastest low, so you'll be using it a lot. Consequently, also one of her weakest starters.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6 | 12 | 24 | -3 | - |
- Hits mid
- decent Anti-air option due to Hisui's short hurtbox
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 21 | 34 | -9 | - |
Great range for its speed.
Hisui washes the floor with a wet rag from a bucket, sweeping at the ground. Launches the opponent off the floor on hit, but it's not 100% needed in combos thanks to Sturdy Ladle. Usually you'll be using this as a hit confirm or a low in a blockstring.Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
Fast mixup tool.
Hisui jabs downwards at a 45 degree angle. Not great as a rising anti-air due to the angle it hits at, but it's excellent for sneaking in an extra overhead.j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | until landing | - | - | - |
Hisui pokes upward with her book.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 (754) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | - | - | - | - |
Hisui swings her book downwards in an arc.
- Causes a techable knockdown.
- Hits mid, useful for setting up an ambiguous corner mix.
- Parenthesized damage is damage dealt if j.B and j.2B both hit.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
Hisui's strongest jump-in. Hisui summons a table from nowhere and slams it downwards. Mostly used in combos but it's also pretty fast if done from an IAD.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | until landing | - | - | Clash 16-19 |
Gains clash frames. Ground bounces on hit.
Risky neutral tool because the clash frame window isn't very big. This is mostly useful for combos thanks to the ground bounce.Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 21 | 33 | -7 | - |
Hisui swings her frying pan upwards. Has a large vertical hitbox.
- You cannot reverse beat during this chain, but you can cancel into specials.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 (774) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 22 | 32 | -7 | - |
Hisui swings her frying pan downwards with some forward momentum.
- Can be delayed as a frame trap.
- Cannot be cancelled into on whiff
- This is usually where you will cancel the chain into dust or ladle during combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 (1590) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 23 | 38 | -10 | - |
Third hit of the frying pan that sends the target flying. Travels forward a decent amount.
- Can also be delayed as a frame trap.
- Most useful in the corner, where it causes a wall bounce that is easy to combo off of.
- Throws the opponent too far away to combo off of midscreen without the use of meter or moon drive.
- You can combo into Arc Drive off of this.
4B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 14 | 29 | -5 | - |
Hisui pulls out a watering can to water the opponent.
- Hitbox is decent, but the damage on hit is tragic.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200, 200 | LH, U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3(27)8 | 15 | - | - | - |
Hisui continues to water the ground, creating a large puddle.
- Unblockable.
- Time between hits is long enough for the opponent to act.
- If done on Kohaku's Plant, transforms it into a walking Tree that attacks 3 times.
j2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | until landing | 6L | - | +5 (TK) | - |
- Hisui halts her air momentum before crossing her arms in front of her and diving diagonally downwards
- Hits mid
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 23 | 34 | -10 | - |
- Placeholder
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Invincible to air attacks starting from frame 5.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 (+ dash) | 3 | 19 (whiff) | - | +57 | - |
Universal throw. Causes hard knockdown.
- Hisui is good at tick throwing opponents thanks to her traps and fast run animation.
- Leads into safe and guaranteed bento oki, allowing you to pick the follow-up mix of your choice.
- Phenomenal in the corner where the opponent has few escape options.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | - | - |
Universal air combo ender where Hisui drags the opponent to the ground, leaving them close. Can use remaining air actions after jump cancelling the animation.
- Can set up a basic but effective 50/50 after jump cancelling.
- Not the most ideal combo ender on Hisui as it doesn't allow you to set up bento oki without taking a risk. You have just enough time to place dust with
+
/
, but this is a poor option as the
version doesn't lead into anything without spending meter and the
version loses to shield on reaction.
Special Moves
Sisterly Bond - Birth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 + X | - | 14 | 29 + X | - | - |
- Switches to Kohaku. Frame data varies depending on how far away Kohaku is when the move is initiate (further away is slower as Kohaku has to run to Hisui before performing a High-Five to swap, when close is much faster)
- When performed directly in front of the opponent, you will tag-in behind them
Heals the maids' recoverable health by set amounts over time that decrease the more it's been used.
1st: 400
2nd: 300
3rd & 4th: 150
5th - 9th: 100
Sturdy Ladle
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
220*6 (1186) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 12 | 19 | 38 | -4 | - |
Hisui lunges forward with rapid ladle strikes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*9 (1264) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 18 | 19 | 49 | -4 | - |
Hisui lunges even further than the A version.
- Has a longer delay than the A version.
- Has more attacks, but the overall damage is the same when done raw..
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*9, 580 (1796) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+10 | 18(13)2 | 22 | 68 | -7 | - |
Hisui flies forward a considerable distance with rapid strikes before launching the opponent.
- Automatically performs the launcher and jumps to chase opponent, will not occur if 3C has already been used.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 21 | 32 | -6 | - |
Hisui performs a follow-up launcher by inputting any attack button after 236A/B.
- Often used in combos as a launcher or to preserve 3C until later in the string.
- Generally cancelling into the launcher after all hits nets you the most damage, but particular routing may require earlier cancels to avoid the opponent being able to tech out.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170*9 (1342) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 18 | 19 | 45 | -4 | Clash 1-7 (MD) |
- Hisui performs a juiced up version her 236x special without a launcher followup
- Very potent Moon Skill as it is a combo starter
Sisterly Bond - Foundation
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*10 (1313) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
82 | 4*10 | - | 54 | +81 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200*3 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
X + 18 | 11 (36) 11 (36) 11 | - | - | +31 (per hit) | - |
- Hisui commands Kohaku to place her grounded spinning plant (Koha 22B)
- Great oki tool, but requires Kohaku to be nearby as Koha will place the plant in front of her without traveling
- Has a unique interaction with Hisui's 4[B], as watering the plant enough will make it grow into a large tree that travels to the opponent's initial location and dash 3 times in that direction. Each dash has a hitbox that will collide with the opponent. The dashes are air-unblockable as well
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460,650 (967) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
37 | 16, 8 | - | 39 | +43 | - |
- Hisui commands Kohaku to perform her Magic Amber Missile special, flying on her broom for a distance and dropping a single bomb
- Kohaku is not strike invulnerable during this and can be hit out of it by the opponent, unlike her own version of the move
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 + X + 26 | 3 | - | 43 | +21 (min) | - |
- Hisui commands Kohaku to perform her jC
- Kohaku dashes up to the opponent before performing this, unlike the other Koha assists that will begin the move wherever Koha is when the command is input
- Is not an overhead, unlike Hisui's jC assist, however it is +18 on block (at worst) making it a very strong pressure tool
- Is 2 hits, unlike Kohaku's standard jC
- Generally extremely favorable in trade situations due to the frame data and multihit aspect
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 570]*4 (2680) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 76 (total) | - | 40 | +53 (min) | Clash 1-10 (MD) |
- Hisui commands Kohaku to perform her Magic Amber Missile special, dropping 4 exploding bombs while traveling in an arc on her broom
- Kohaku can be hit out of it
Pardon Me
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | - | 24 | 41 | -4 (minimum) | - |
- Hisui dispenses a dustcloud in directly in front of her that continues traveling forwards
- Dissipates after 1 hit
- Great oki tool, especially in the corner, allowing for strong tick throw setups and mixups
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | - | 26 | 34 | - | - |
- Hisui dispenses a dustcloud that diagonally above her that continues traveling forwards
- Dissipates after 1 hit
- Good for denying opponents attempting to jump in
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*4 (1627) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | - | 28 | 36 | +25 (minimum) | - |
- Hisui dispenses a dustcloud in further in front of her that continues traveling forwards
- Can hit 4 times before dissipating
- Depending on the opponent's positioning, can knock the opponent back towards you. This can be used for tricks like pulling the opponent out of the corner to allow for Left/Right mixups, along with allowing some interesting combo routing
- Great pressure reset tool and useful for setting up 22D swaps
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | - | 26 | 34 | - | Clash 1-5 (MD) |
- Travels in a circular arc starting from 623B's initial location down to slightly more below where 623A appears
Well-Deserved Rest
This series of moves is extremely important to the maids' gameplan as placing bento down and switching to Kohaku results in screen pollution that doesn't go away when Kohaku is hit, creating weighted RPS scenarios and insurance-based pressure.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
83 / 4 | - | - | 43 | - | - |
- Disappears when Hisui is hit, but not when she blocks.
- Activation is delayed from when it's set.
Hisui puts out a bento lunch for the opponent that explodes on contact. Hisui's main oki tool post hard knockdown. Takes a moment to activate, allowing you to run up and throw the opponent if they try to shield it or block, but you can also try to IAD j.A for a fast overhead or run up with a button. The explosion launches them briefly into the air allowing you to combo. You can stack these, but they can all be shielded at once. Makes for a very funny anti-air if someone jumps at Hisui with a bento in front of her.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
83 / 4 | - | - | 43 | - | - |
- Same as the A version, except it travels a set distance before activating.
Hisui puts out a bento that somehow flies across the ground. Unlike previous games, these will stop at the corner and not fly off the screen. Using this version after 214C or j.236C outside of the corner will usually slide the bento directly on top of the opponent. Midscreen after a throw, the bento will land behind the opponent which catches backdashes as they will land right into it. You can typically run in and go for a mix-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 960*3 (1877) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 , 67 / 4 | 4 | 20 | 30 | -3 | - |
- The table has an additional hit as it is set.
- Stackable, but limited to two.
- If used in the corner, most of the table falls off screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 1400 (1800) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | 18 | 35 | -1 | Clash 1-11 (MD) |
- Hits once before the mat lands.
Not as useful as the normal bentos in terms of oki, but synergizes well with the rest of her kit. She can use this in 623C mix-up to neutral jump and go for mix-ups from there. A common example of this is 623C -> (wait) 2C -> 2BC -> 8, an example can be found here: https://youtu.be/DNTbPgfo4gc?t=50.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 1400*2 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 4 | 15 | 39 | +2 | Clash 1-11 (MD) |
- Hits once before the mats land.
- If used in the corner, both bento boxes are stacked at the edge of the screen.
Sturdy Ladle (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*7 (1232) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 21 | until landing + 4 | - | +10 (TK) | - |
- Hisui pops slightly upward before performing her ladle stabs diagonally down
- All versions hit mid
- Very strong pressure tool as it is + when TK'd
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210*7 (1291) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 21 | until landing + 4 | - | +12 (TK) | - |
- Long untech time making it a great combo tool
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2092) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 21 | until landing + 4 | - | +1 (TK) | - |
- Commonly used as a combo ender as it gives good damage and untechable knockdown
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
210*7 (1291) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 21 | until landing + 4 | - | +10 (TK) | - |
- Placeholder
Super Moves
Hisui Dark Punch
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*5 (3500) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | - | - | - | -2 (minimum) | All 1-13 |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*9, 700 (4300) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+28+11 | - | - | - | - | All 1-41 |
Hisui lunges forward and throws a giant fireball at the opponent.
No longer full invincible, but still functions as a reversal.
Will trade with faster projectiles, which is unfortunate.Tohno Blade - Shramana Tree
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
Kohaku Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Kohaku swings forward with her fist
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 16 | 29 | -6/-3 | - |
- Kohaku swings her broom forwards in an arc above her head
- Solid poke as it can catch aerial opponents attempting to approach and has good horizontal range against grounded opponents too
- Naturally frametraps in grounded strings due to the late horizontal hitbox, while also having a fairly long cancel window
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 200*4 (1126) | LH | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (6) 8 | 23 | 48 | -8/-12 | - |
- Kohaku stabs with the handle of her broom before spinning the broom her in hand 4 times
- Great for pressure due to the long animation and massive cancel window giving you plenty of leniency to decide what to rebeat/cancel into
- Solid option to put out to catch opponents falling/air teching
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | -SE-, -N-, -RB-, -SP-, -MS-, -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Kohaku swings a low chop with her hand while sitting on the ground
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (448) | LH, L | N, RB, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 7 | 10 | 32 | -2 | - |
- Kohaku gets on her knees and swings her broom twice, the first hit being swung diagonally above her and the second diagonally at the opponent's feet
- first hit is mid, 2nd hit is low
- At only -2 on block, 2B is a strong option in blockstrings despite it's shorter cancel window
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, RB, SP, MS, CH, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 26 | 38 | -13 | - |
- Kohaku lays on the ground and sweeps her broom far forwards
- Good range for a sweep
- Animation is deceptive and makes it appear to have a higher hitbox at the end of the broom than it actually does
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | N, SP, MS, EX, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 23 | 38 | -9 | - |
- Kohaku strums her brooms like a guitar, making a magical explosion
- Followup hits mid
- The followup tracks the opponent so as long as 2C made contact on hit or block, it will connect
- Can be rebeated after (leaving you only -1 if rebeated into A normals), as well as having a good stagger window to catch opponents trying to check 2C
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | - | - | - | - |
- Kohaku pokes far forward with the handle of her broom
- Good air-to-air as it has great horizontal range for a jA
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | - | - | - | - |
- Kohaku swings her broom in the air slightly diagonally upwards in front of her
- Very good for catching opponents slightly above you in air-to-air situations, and has good horizontal range as well
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 17 | 4 | - | - | - | - |
- Kohaku swings her broom in a downwards arc in front of her
- Great for air-to-ground situations, or just catching the opponent below you in general
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, RB, SP, MS, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 | - | - | - | Clash 16-19 |
- Can clash before the active hitbox actually occurs, making it very strong for contesting opponents trying to counterpoke
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, MS, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 22 | 34 | -8 | - |
- Kohaku swings a fan in an arc in front of her while lurching forwards a notable distance
- does not chain into normals (can't be rebeated), though it can be special cancelled
- Smacks the opponent into the ground if they are aerial
- Can anti-air fairly well
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | RB, SP, MS, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 23 | 34 | -10 | - |
- Kohaku kicks backwards with her back leg, sliding forwards as she does so
- Can be performed after 5A on whiff
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | (SP, MS, EX)On Block | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Universal Launcher, has a minor vacuum effect
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500/1875 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +62 | - |
- Kohaku grabs the opponent before upper-cutting them with a syringe full of green fluid, knocking them a short distance in front of her
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200/1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | +31~ | - |
- Universal air combo ender.
- Can use remaining air options after by jump cancelling after the animation. Cannot be jumpcancelled when performed too low to the ground
Special Moves
Sisterly Bond - Birth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 + X | - | 14 | 29 + X | - | - |
- Switches to Hisui. Frame data varies depending on how far away Hisui is when the move is initiate (further away is slower as Hisui has to run to Kohaku before performing a High-Five to swap, when close is much faster)
- When performed directly in front of the opponent, you will tag-in behind them
Heals the maids' recoverable health by set amounts over time that decrease the more it's been used.
1st: 400
2nd: 300
3rd & 4th: 150
5th - 9th: 100
Drawn Sword - Hidden Blade
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | L | -CH-, -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 14 | 1 | 26/31 | 36 ~ 40/41 ~ 45 | -4 | - |
- Kohaku unsheathes the sword hidden in her broom and performs a quick slash
- All versions of 236x are Air-Unblockable
- A version hits low
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 21 | - | - |
- 236[A] performs a feint cancel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -CH-, -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 ~ 17 | 1 | 33/34 | 43 ~ 50/44 ~ 51 | -11 | - |
- A diagonally upwards slash, good for catching aerial opponents
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 1 | 31 | 52 | -9 | - |
- charged version of the B slash that wallbounces
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100, 1280 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 6 | 28 | 41 | -7/-5 | - |
- Crumples the opponent into a hard knockdown, allows for strong oki sequences
- Can be cancelled into Arc Drive
- Crumple state will not allow further conversions (outside of Arc Drive) unless it is Moon Drive cancelled
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LH | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 29 | 43 | -13 | - |
- A and B versions can be followed up by pressing A, B, or C (even on whiff). Followup is also Air-Unblockable. Can be jump-cancelled, but only on hit
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1355) | LH | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 6 | 23 | 38 | -2 | 1 - 8 MD Clash |
- Kohaku quickly performs 3 strikes with her hidden sword, covering the space in front of her
- Air unblockable. Similar animation to her 236C without the cinematic and does not cause untechable knockdown
Sisterly Bond - Foundation
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 + X + 7 | 4 | - | 45 | -11 (min) | - |
- Hisui dashes up to the opponent and performs an assist
- A version wallbounces, uses Hisui's 5B animation
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650*2 (1215) | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 + X + 6 | 2,2 | - | 48 | -2 (min) | - |
- B version is Hisui's 5C. Very useful for catching jump-outs. The Chair has a hitbox at the peak of it's swing so can catch opponents at quite high distances. When Sandwiches are setup it's very useful as trades will often occur in your favor. Is -2 on block (at worst) so it's very safe
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 + X + 23 | 5 | - | 52 | +1 (min) | - |
- C version is Hisui's jC. Hits Overhead. +1 on block (at worst). Often trades favorably, especially in sandwich situations, as well
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1572) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | X | - | 40 | +3 (min) | Clash 1-10 (MD) |
- Kohaku commands Hisui to throw 3 random assorted items at the opponent
- Items cannot be determined by holding various directions after the input, unlike solo Hisui's "Watch Your Step" 214x specials
Look at What I Grew♪
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*6 (1640) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 22~ | 22 | 37 | +6 ~ -2 | - |
- Kohaku places a spinning pine tree that travels diagonally
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*10 (1313) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 ~ 24 / 61 ~ 70 | 40 | - | 34 ~ 43 | +81 ~ +79 | - |
- Kohaku places a grounded multi-hit tree that spins for 10 hits
- Great oki tool, often used after 236C enders
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170*10 (1466) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25/63 | 41 | - | 44 | +88 | - |
- Blowback Edge version places a grounded multihit tree that spins for 10 hits and flies forward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*4 (1781) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+89 | (UT (25))* 4 | - | 34 | +24*4 | - |
- Kohaku places down Johnny. Spits 4 Fireballs that travel full screen
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230, 230*7 (1414) | HA, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 17 (10) [2 (11)]*6 (15) 4 | - | 53 | -11/+101/+28 | 1 - 10 MD Clash |
- Kohaku places a Cactus in front of her that punches 7 times (8 hits total including initial pot drop hit)
- First hit (the pot drop) is overhead. Following punches are mid
- All 8 hits will combo on a crouching opponent. The initial pot drop will not combo into the punches on a standing opponent
- If the opponent blocks the initial pot drop they can jump out, but once the punches have started they cannot until the final hit the punches are fast enough to jail, but the final hit will catch jump startup if they are attempting to hold upback
- Final hit will knock the opponent away
Magical Amber Missile (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 700 (1006) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | UL + 8 | 29 + UL + 12L | 65 + UL | +9 ~ +5 ~ +1 | 10 - 36 Strike |
- Kohaku flies on her broom for a set distance and drops bombs that create explosions on the ground below. ALl versions are Strike invulnerable (can be air-thrown out of)
- Kohaku flies on her a short distance and drops 1 magic amber missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460, 700 (1006) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | UL + 8 | 32 + UL + 12L | 72 + UL | +6 ~ +2 ~ -2 | 10 - 42 Strike |
- Kohaku flies on her a slightly longer distance and drops 1 magic amber missile
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[100, 250*3] * 4 (~2011) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | (UL + 9)*4 | 30 + UL + 12L | 104 + UL | +8 ~ +2 | 1 - 6 All, 7 - 77 Strike |
- Kohaku flies on her broom for a longer distance and drops 4 magic amber missiles
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
[400, 640] * 2 (1557) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28/40/50 | UL + 8 | 25/35 + UL + 12L | 68/89 | +4 ~ +0 | - |
- Kohaku hops on her broom and flies slightly diagonally while dropping 2 bombs that explode below
- Allows you to use your remaining air actions after the broom flight, unlike her j214x specials, giving it some strong utility
- Is not strike invulnerable, unlike her j214x versions
- Travels higher up, sort of bobbing upwards, during the flight rather than in a direct horizontal path
Super Moves
Chinese Kohaku Cuffing
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+9 | 12/UC | 66 | 10 + 12/UC + 66 | -12 | 1 - 12/UC All |
- Kohaku switches outfits and dashes forward before striking the opponent 14 times
- Is air-unblockable when uncharged. Can be shielded or blocked
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500/3850 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+33 | 12/UC | 66 | 34 + 12/UC + 66 | N/A | 1 - 12/UC All |
- Is unblockable, and unshieldable, when fully charged as it acts as a dashing command grab. Can be jumped (as it is no longer strike property)
Drawn Sword Technique - Comet Sweep
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH (U) | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1 - 25 All |
- Placeholder
Reverse Beats
Customization
Palette options