Melty Blood/MBTL/Hisui & Kohaku

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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
  • Very Strong Okizeme: Maids have a special property, where when they switch off a point character who had a projectile out, it won't go away when the new point is hit. This allows for some extremely oppressive bento/plant setups, that even a well placed mash won't save you from.
  • Extremely Versatile Gameplan: Having access to two different movesets at once, maids players have the ability to pick and choose their lead depending on the matchup, and to swap in the middle of a round to counter any new situation they may come across.
  • Oppressive Neutral: With access to assists than can act as a projectile separate to the point character, and Kohaku lead having access to item throw as their assist, plus the already solid buttons of the point character, playing neutral against this duo can feel like an exercise in futility.
  • Fragile: Maids have some of the lowest health in the game, sitting at a low 11000, meaning mistakes will cost you slightly more than usual. While this can be offset by the health regenerated by swapping maids, this is not a factor when maids are on the back foot. They also possess no wakeup reversals on either point character apart from universal ones, so being on defense can be a little bit rougher.
  • Horrible Movement: Compared to the rest of the cast, both Hisui and Kohaku have some of the worst walks and runs in the entire game.

Story & Profile

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

Unique Traits

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

Move list

Coming soon.

Stats & vitals

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

Quick combo reference

Coming soon.

MBTL Maids Art.png
MBTL hisui icon.png Hisui Point
MBTL kohaku icon.png Kohaku Point

Hisui Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Hisui 5A.png
MBTL Hisui 5A hb.png
Hitboxes Off
Hitboxes On
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).
Hisui slaps the opponent around head level. Save this for rebeats as 2A has the same great frame data and hits low. Can be useful as a last minute anti-air but it's not very reliable.
5B
5B
5B
MBTL Hisui 5B.png
MBTL Hisui 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 LH - - - -
First Active Active Recovery Overall Advantage Invul
6 4 15 24 -4 -
It's pretty fast however but doesn't have a ton of range. Mostly combo filler as its short reach can make it whiff a lot in blockstrings. Usually you'll be using this in air Ladle combos.
5C
5C
5C
MBTL Hisui 5C.png
MBTL Hisui 5C hb.png
Hitboxes Off
Hitboxes On
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
2A
2+A
MBTL Hisui 2A.png
MBTL Hisui 2A hb.png
Hitboxes Off
Hitboxes On
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
2B
2+B
MBTL Hisui 2B.png
MBTL Hisui 2B hb.png
Hitboxes Off
Hitboxes On
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
2C
2+C
MBTL Hisui 2C.png
MBTL Hisui 2C hb.png
Hitboxes Off
Hitboxes On
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
j.A
Aerial A
MBTL Hisui jA.png
MBTL Hisui jA hb.png
Hitboxes Off
Hitboxes On
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
j.B
Aerial B
MBTL Hisui jB.png
MBTL Hisui jB2B.png
MBTL Hisui jB hb.png
MBTL Hisui jB2B hb.png
Hitboxes Off
Hitboxes On
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
j.C
Aerial C
MBTL Hisui jC.png
MBTL Hisui jC hb.png
Hitboxes Off
Hitboxes On
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
Hisui's 3 Step Cooking
6+C > AddC > AddC
MBTL Hisui 6C.png
MBTL Hisui 6CC.png
MBTL Hisui 6CCC.png
MBTL Hisui 6C hb.png
MBTL Hisui 6CC hb.png
MBTL Hisui 6CCC hb.png
Hitboxes Off
Hitboxes On
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
4B
4+B
MBTL Hisui 4B.png
MBTL Hisui 4B hb.png
Hitboxes Off
Hitboxes On
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
j.2C
"divekick"
Aerial 2+C
MBTL Hisui j2C.png
MBTL Hisui j2C hb.png
Hitboxes Off
Hitboxes On
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
Rapid Beat 1
XX
MBTL Hisui rapid1.png
MBTL Hisui rapid1 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 2
3C
3+C

or

X>X>X
MBTL Hisui 3C.png
MBTL Hisui 3C hb.png
Hitboxes Off
Hitboxes On
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.
Universal Launcher.
Ground Throw
throw
4/6+A D
MBTL Hisui throw.png
MBTL Hisui throw hb.png
Hitboxes Off
Hitboxes On
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
airthrow
Aerial 4/6+A D
MBTL Hisui airthrow.png
MBTL Hisui airthrow hb.png
Hitboxes Off
Hitboxes On
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 623+A/C, but this is a poor option as the A version doesn't lead into anything without spending meter and the C version loses to shield on reaction.

Special Moves

Sisterly Bond - Birth
Sisterly Bond - Birth
22+D
MBTL Maids 22D.png
MBTL Maids 22D hb.png
Hitboxes Off
Hitboxes On
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. From 10 tags onwards, they maids may still tag but not restore any recoverable health.
1st: 400
2nd: 300
3rd & 4th: 150
5th - 9th: 100

Switching midway through the healing muddies the math a lot, the main thing to keep in mind is you can't heal more than 1500 hp total.
Sturdy Ladle
Sturdy Ladle
236+X
MBTL Hisui 236A.png
MBTL Hisui 236B.png
MBTL Hisui 236C.png
MBTL Hisui 236XX.png
MBTL Hisui 236A hb.png
MBTL Hisui 236B hb.png
MBTL Hisui 236C hb.png
MBTL Hisui 236XX hb.png
Hitboxes Off
Hitboxes On
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.
Sturdy Ladle
6+B C
MBTL Hisui 6BC.png
MBTL Hisui 6BC hb.png
Hitboxes Off
Hitboxes On
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
Sisterly Bond - Foundation
214+X
MBTL Maids H214A.png
Koha 22B
MBTL Maids H214B.png
Koha 214X
MBTL Maids H214C.png
Koha j.C
MBTL Maids H214A hb.png
MBTL Maids H214B hb.png
MBTL Maids H214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160*10 (1313) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
82 4*10 - 54 +81 -
H4[B] (plant)
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
Sisterly Bond - Foundation
4+B C
MBTL Maids H4BC.png
MBTL Maids H4BC hb.png
Hitboxes Off
Hitboxes On
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
Pardon Me
623+X
MBTL Hisui 623A.png
MBTL Hisui 623B.png
MBTL Hisui 623C.png
MBTL Hisui 623A hb.png
MBTL Hisui 623B hb.png
MBTL Hisui 623C hb.png
Hitboxes Off
Hitboxes On
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
Pardon Me
3+B C
MBTL Hisui 3BC.png
MBTL Hisui 3BC hb.png
Hitboxes Off
Hitboxes On
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.

Well-Deserved Rest
22+X
MBTL Hisui 22A.png
MBTL Hisui 22B.png
MBTL Hisui 22C.png
MBTL Hisui 22A hb.png
MBTL Hisui 22B hb.png
MBTL Hisui 22C hb.png
Hitboxes Off
Hitboxes On
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.
Hisui bakes the opponent a delicious cake and sets the table for them. Takes up a lot of space. Good for catching the opponent trying to teleport out of shield or to stop them from using low to the ground movement options. Sees a lot of use in combos as it can extend them and add a ton of damage, as it can be used to extend into 5C > 3C while adding a good 500 damage.
Well-Deserved Rest (Moon Skill)
2+B C
MBTL Hisui 2BC.png
2BC
MBTL Hisui 2BC be.png
2[BC]
MBTL Hisui 2BC hb.png
MBTL Hisui 2BC be hb.png
Hitboxes Off
Hitboxes On
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, 1100 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.
2BC but it places both 22A and 22B bentos. Seen in MS routes and some oki setups.
Sturdy Ladle (air)
Sturdy Ladle (air)
Aerial 236+X
MBTL Hisui j236A.png
Functions similarly to the grounded version
MBTL Hisui j236B.png
MBTL Hisui j236C.png
MBTL Hisui j236A hb.png
MBTL Hisui j236B hb.png
MBTL Hisui j236C hb.png
Hitboxes Off
Hitboxes On
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
Sturdy Ladle (air)
Aerial 6+B C
MBTL Hisui j6BC.png
MBTL Hisui j6BC hb.png
Hitboxes Off
Hitboxes On
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
Hisui Dark Punch
236+B C
MBTL Hisui 236BC.png
Can be charged
MBTL Hisui 236BC hb.png
Hitboxes Off
Hitboxes On
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
Tohno Blade - Shramana Tree
A B C D
MBTL Hisui ABCD.png
MBTL Hisui ABCD hb.png
Hitboxes Off
Hitboxes On
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
Standard last arc, albeit a completely different one from other titles. Looks really cool.

Kohaku Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Kohaku 5A.png
MBTL Kohaku 5A Hitbox.png
Hitboxes Off
Hitboxes On
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
5B
5B
MBTL Kohaku 5B 1.png
MBTL Kohaku 5B 1 hb.png
Hitboxes Off
Hitboxes On
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
5C
5C
MBTL Kohaku 5C.png
MBTL Kohaku 5C 2.png
MBTL Kohaku 5C hb.png
MBTL Kohaku 5C 2 hb.png
Hitboxes Off
Hitboxes On
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
2A
2+A
MBTL Kohaku 2A.png
MBTL Kohaku 2A Hitbox.png
Hitboxes Off
Hitboxes On
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
2B
2+B
MBTL Kohaku 2B.png
MBTL Kohaku 2B 2.png
MBTL Kohaku 2B hb.png
MBTL Kohaku 2B 2 hb.png
Hitboxes Off
Hitboxes On
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
2C
2+C
MBTL Kohaku 2C.png
MBTL Kohaku 2C2C.png
MBTL Kohaku 2C hb.png
MBTL Kohaku 2C2C hb.png
Hitboxes Off
Hitboxes On
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
j.A
Aerial A
MBTL Kohaku jA.png
MBTL Kohaku jA hb.png
Hitboxes Off
Hitboxes On
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
j.B
Aerial B
MBTL Kohaku jB.png
MBTL Kohaku jB hb.png
Hitboxes Off
Hitboxes On
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
j.C
Aerial C
MBTL Kohaku jC.png
MBTL Kohaku jC hb.png
Hitboxes Off
Hitboxes On
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
6C
6+C
MBTL Kohaku 6C.png
MBTL Kohaku 6C hb.png
Hitboxes Off
Hitboxes On
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
rapid beat 1
X>X
MBTL Kohaku rapid1.png
MBTL Kohaku rapid1 hb.png
Hitboxes Off
Hitboxes On
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
3C
3+C

or

X>X>X
MBTL Kohaku 3C.png
MBTL Kohaku 3C hb.png
Frame 10
MBTL Kohaku 3C 2 hb.png
Frames 11-12
Hitboxes Off
Hitboxes On
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
Invulnerable to air attacks starting from frame 5.
Ground Throw
throw
4/6+A D
MBTL Kohaku throw.png
MBTL Kohaku throw hb.png
Hitboxes Off
Hitboxes On
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
airthrow
Aerial 4/6+A D
MBTL Kohaku airthrow.png
MBTL Kohaku airthrow hb.png
Hitboxes Off
Hitboxes On
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
Sisterly Bond - Birth
22+D
MBTL Maids 22D.png
MBTL Maids 22D hb.png
Hitboxes Off
Hitboxes On
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

Switching midway through the healing muddies the math a lot, the main thing to keep in mind is you can't heal more than 1500 hp total.
Drawn Sword - Hidden Blade
Drawn Sword - Hidden Blade
(Battou)
236+X
MBTL Kohaku 236A.png
236A
MBTL Kohaku 236B.png
236B
MBTL Kohaku 236B be.png
236[B]
MBTL Kohaku 236XX.png
MBTL Kohaku 236C.png
MBTL Kohaku 236A hb.png
MBTL Kohaku 236B hb.png
MBTL Kohaku 236B be hb.png
MBTL Kohaku 236XX hb.png
MBTL Kohaku 236C 1 hb.png
Hitboxes Off
Hitboxes On
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
Battou - Hidden Sharp Sword
6+B C
MBTL Kohaku 6BC.png
MBTL Kohaku 6BC 1 hb.png
Hitboxes Off
Hitboxes On
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
Sisterly Bond - Foundation
214+X
MBTL Maids K214A.png
Hisui 5B
MBTL Maids K214B.png
Hisui 5C
MBTL Maids K214C.png
Hisui j.C
MBTL Maids K214A hb.png
MBTL Maids K214B hb.png
MBTL Maids K214C hb.png
Hitboxes Off
Hitboxes On
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
Sisterly Bond - Foundation
4+B C
Hitboxes Off
Hitboxes On
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♪
Look at What I Grew♪
22+X
MBTL Kohaku 22A.png
22A
Go child! Hold down the Air!
MBTL Kohaku 22B.png
22B
Go child! Hold down the Oki!
MBTL Kohaku 22C.png
22C
Go Johnny! Hold down the Neutral!
MBTL Kohaku 22A hb.png
MBTL Kohaku 22B hb.png
MBTL Kohaku 22C hb.png
Hitboxes Off
Hitboxes On
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
Look at What I Grew♪
2+B C
MBTL Kohaku 2BC.png
Go child! Lock em' down!
MBTL Kohaku 2BC hb.png
Hitboxes Off
Hitboxes On
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)
Magical Amber Missile (air)
(Molotovs)
Aerial 214+X
MBTL Kohaku 214A.png
214X
MBTL Kohaku j214B.png
Explosives are automatic when done in the air.
MBTL Kohaku j214A hb.png
MBTL Kohaku j214B hb.png
MBTL Kohaku j214C hb.png
Hitboxes Off
Hitboxes On
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
Magical Amber Missile (air)
Aerial 4+B C
MBTL Kohaku j4BC.png
MBTL Kohaku j4BC hb.png
Hitboxes Off
Hitboxes On
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
Chinese Kohaku Cuffing
236+B C
MBTL Kohaku 236BC.png
MBTL Kohaku 236BC hb.png
Hitboxes Off
Hitboxes On
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
Drawn Sword Technique - Comet Sweep
A B C D
MBTL Kohaku ABCD.png
MBTL Kohaku ABCD hb.png
Hitboxes Off
Hitboxes On
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

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
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
Color 25


MBTL Navigation

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Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo