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Melty Blood/MBTL/Shiki Tohno

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Story

The eldest son of the historical Tohno family, he was raised for some time by the Arima branch family. However, he was called back to Souya to live in the Tohno estate shortly after his father passed away. A childhood injury left him with the Mystic Eyes of Death Perception, giving him the ability to see the death of all things in the form of lines and points. He wears special glasses which prevent his eyes from seeing these things all the time. He may be an ordinary student, but his ability to visualize death has altered his very perception of it. The aftereffects of his accident, combined with the toll his eyes take, has left him with chronic anemia. During battle, he removes his glasses to use his Mystic Eyes of Death Perception.

Gameplay

Shiki (often referred to as Tohno) is a melee rushdown fighter who punishes opponents with his fast normals and powerful advancing special attacks.

Shiki can easily tag opponents across the screen from surprising range with his high-movement special attacks, then work his offense at close range with many fast normal attacks, frametraps, safe on block moves, and possible pressure reset opportunities. Should opponents try to mash out, his backdash pulls him away a great distance where he's ready to start his pressure all over again. Landing his Boundary Peek Arc Drive (236B+C) will also enable the usage of his 22X series of specials for the rest of the round, expanding his options even further.

His strength in neutral comes with downsides; whiffing his powerful midrange pokes often leads to Shiki getting blown up due to their long recovery. His offensive game is also very linear, having limited options to open up an opponent or enforce a mix-up, even if he hasn't been predictable with his attack strings.

Shiki's strong and simple style is deeply suited for beginners to play and learn with, but a firm grasp of fighting game fundamentals is a must if one want to use him at high-level.

Strengths Weaknesses
  • Well rounded with an easily understood toolkit and gameplan that any fighting game player can pick up
  • Terrifying midrange presence: Shiki has many ways to command the flow of neutral with his forward moving air unblockable specials and normals, making life difficult for opponents who want to engage with him up close
  • Scary pressure: Shiki has excellent framedata and cancel windows, combined with his natural frametraps, the best unblockable in the game, chip damage, and his fantastic run, Shiki can run many offensive mindgames and present many strike throw opportunities up close
  • Potent defensive options: Equipped with good reversals, fast normals, and the strongest backdash in the game, his ability to retreat or blow past offense is top notch
  • Boundary Peek is a unique arc drive that provides him his powerful 22X series, further completing his toolkit and making him a true powerhouse at any range
  • Lacks polarizing mixup potential overall, primarily relying on universal options like strike/throw to open up patient opponents
  • Odd wakeup animation makes him vulnerable to certain character specific left/right mixups

Character Summary

Move list

Moon Skills
6B+C - Flash Sheath - Single Strike
3B+C - Flash Run - Six Fish
4B+C - Flash Run - Double Strike
j.6B+C - Flash Run - Six Fish
2B+C - (Boundary Peek activated) Flash Sheath - Eight Piercings
Special Attacks
236A/B/C (EX OK) - Flash Sheath - Single Strike: Advancing slash
623A/B/C (EX OK) - Flash Run - Six Fish (Air OK): Anti-air, reversal (B/EX ver. only)
214A/B/C (EX OK) + Add. A/B/C - Flash Run - Double Strike: Sliding low kick
22A - (Boundary Peek activated) Flash Sheath - Eight Piercings: Teleporting overhead
22B - (Boundary Peek activated) Flash Sheath - Seven Nights: Fast dashing low
22C - (Boundary Peek activated) Flash Sheath - Eight Points: Multi-hit barrage
Arc Drive
236B+C - Boundary Peek: High damage attack that unlocks 22X specials for the rest of the round when used
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Testify - Seventeen Dissection: Very high damage attack
Unique Attacks
44 > 44, 3C
Blowback Edge Moves
5[C], j.[C], 236[B+C]
Stats & vitals

Health: 11700 (average)

Dash startup: 5

Dash actionable: 9

Jump startup: 4

Jump airtime: 37

Quick combo reference

Basic BNB (Meterless): 2A 2B 5C 2C 214BB j.[C] delay j.B, 5B (5BB) 3C j.4AAAB AT

Basic BNB (1 Bar): 2A 2B 5C 2C 214BB j.[C] delay j.B, land 5B (5BB) 236A 236C/623C

Corner BNB (1 Bar): 2A 2B 5C 2C 214BB j.[C] delay j.B, land 5B (5BB) 236A 236C 3C j.4AAAB AT

2C Starter BNB: 2C 5C 236B 2B(1) 214BB j.[C] delay j.B land 5B (5BB) 5BBB j.4AAAB AT

MBTL Tohno Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Tohno 5A.png
MBTL Tohno 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Holding 4 allows you to cancel 5A into itself up to 2 times.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).

Shiki does a quick kick to the shins. As of the recent patch, it hits low, making it more ideal to start pressure than 2a due to its longer range. Obviously his fastest button alongside 2+A, as they both go active in 5F, so you can use this to mash out of situations on defense or in scrambles.

Very useful in pressure as it is only -1 both on block and as a rebeat whiff from C normals, allowing Shiki a chance to reset pressure. Unlike most 5As, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.


5B
5B
5B
MBTL Tohno 5b.png
MBTL Tohno 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 4 15 28 -4 -
  • High hitting normal that's good at hitting people out of IAD resets
  • Essential combo filler that will occupy many of his rejump links
  • Recovery and pushback make it ideal for checking guard cancel heats in blockstrings
5C
5C
5C
MBTL Tohno 5c.png
MBTL Tohno 5c hb.png
MBTL Tohno 5C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 LH N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 - - - -11 -
  • Does chip damage on block
  • Lunging stab. One of your footsies normals as it has a good hitbox and disjoint, and moves you forward. Useful in neutral and pressure because you can combo into both 236B and 214B if it hits at any range, or Reverse Beat into your slightly minus options so you can go for a pressure reset or recover and stab with another 5C.
Damage Guard Cancel Property Cost Attribute
2000 U N/A - - -
First Active Active Recovery Overall Advantage Invul
31 4 - - N/A 18-30 Clash
  • Unblockable, but can be stand Shielded.
  • Startup reduced by 4F during Moon Drive.
  • Soft knockdown
  • Shiki charges up his stab, making it unblockable. Does a surprisingly high amount of damage on its own and knocks the opponent down into a techable knockdown on hit. Due to your limited mix-up options outside of Boundary Peek, you may be inclined to use this often against respectful players, and it's also one of your unique options for beating low Shield
  • Like most BE moves, you can half charge it into a low for a strong mixup, especially effective with Shiki's selection of powerful lows. Also contains a massive amount of clash frames that can stuff attempts to mash as well as all sorts of reversals (including most arc drives)

Crouching Normals

2A
2A
2+A
MBTL Tohno 2A.png
MBTL Tohno 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 L -SE-, -N-, -SP-, CH, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Can chain into itself 2 times before going into Rapid Beat
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Shiki smacks the opponent's shins instead. The average Melty 2A, it's fast, affordable, and reliable. Almost identical to 5A in practice, but you'll most likely be using this more often as it shrinks Shiki's hurtbox and comes out just as fast. Whiff cancellability also makes this move very useful in option selects that allow you to Shield invincible reversal options when they make your 2A whiff.
2B
2B
2+B
MBTL Tohno 2B 1.png
MBTL Tohno 2B 2.png
MBTL Tohno 2B 1 hb.png
MBTL Tohno 2B 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
260*2 (504) L N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 4, 4 14 28 -3 -
  • Does chip damage on block
  • A multi-hit low with a very high number of active frames, good range, and a long stagger window, making it a pressure staple
  • The framedata combined with its pushback makes its an excellent way to reset or continue pressure
  • Initial hitbox is angled high enough to tag most IADs, making it a solid defensive option as well
2C
2C
2+C
MBTL Tohno 2C.png
MBTL Tohno 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L N, SP, CH, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 5 25 36 -13 -
  • Extends hurtbox throughout the whole leg during recovery
  • Hard knockdown
The infamous Tohno sweep, fastest in the game and now packed with an amazing disjoint. Its speed and range as well as its potency as a combo starter makes it a staple for both offense and defense. As a trade-off, it has long recovery with your hurtbox extended throughout, so be sure not to whiff this too often else you may be in trouble.

Jumping Normals

j.A
j.A
Aerial A
MBTL Tohno jA.png
MBTL Tohno jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 H N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -
  • Holding 4 allows you to cancel 5A into itself up to 2 times.
  • Retains air options on whiff
A quick air jab. This is your go-to option for air neutral as it is your fastest air normal and very minimally committal, making it perfect for air-to-airs and stuffing air approaches to score Counter Hits. Can be mashed with 4A for either an easy confirm into Air Throw, or if blocked, to go into an "air blockstring" to bring the opponent to the ground for a mix-up or to start pressure.
j.B
j.B
Aerial B
MBTL Tohno jB.png
MBTL Tohno jB 1 hb.png
MBTL Tohno jB 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
200*2 (392) H N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
6 2,2 23 32 - -
  • Does chip damage on block
  • Can only be cancelled (jump/chain/air throw) from the second hit, not the first
Two-hit downward air slash. A decent jump-in normal as the multi-hit makes it easy to confirm that it hit, and an essential mix-up option when used from an IAD as Shiki lacks any standing overheads without Boundary Peek active. However, it is not very active and the hitbox is not that good horizontally, making it iffy in air-to-air situations. Can be done from lowest height IABD unlike j.C making it an excellent throw bait option as well
j.C
j.C
Aerial C
MBTL Tohno jC.png
MBTL Tohno jC hb.png
MBTL Tohno jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 H N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
10 - - - - -
  • Strong defensive air normal with deceptively long range and nice active frames
  • Mixed in with charged options makes approaching this button from below daunting
Damage Guard Cancel Property Cost Attribute
900 H N, SP, CH, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
20 7 - - - 15-19 Clash
  • Has plenty of clash-frames, making it a strong option for aggressive jump ins
  • Very potent combo tool, both as a starter or extender
  • Allows you to extend combos after using Flash Run - Double Strike (214+A or 214+B) or Flash Run - Six Fish (3+B+C or Aerial 6+B+C)

Command Normals

44 > 44
44 > 44
44>44
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • By inputting backdash twice, Shiki gets access to a followup that extends his invul and moves him backwards almost fullscreen

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Tohno rapid2 1.png
MBTL Tohno rapid2 2.png
MBTL Tohno rapid2 1 hb.png
MBTL Tohno rapid2 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
230*2 (414) LH SP, CH, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
9 3 (14) 3 23 51 -10 20-27 High Profile
  • Double hitting slash attack that you can perform after hitting any of the attack buttons twice in a row.
  • Moves Shiki significantly closer to the opponent to set up for Rapid Beat 3 launcher
  • As a result, some special cancels that might not have reached before are now much easier to connect depending on how the opponent got hit. (IE if the opponent is on the ground, you can cancel Rapid Beat 2 into 214+B and still have the combo connect, but if they were in the air you'll have to replace with 214+A)
3C/Rapid Beat 3
3C
3+C

or

X>X>X
MBTL Tohno 3C.png
MBTL Tohno 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 5-12 Air
  • Has head invulnerability

Generic anti-air / launcher normal. This normal is valuable as it gives Shiki an anti-air option far less committal than his 623X series and instant air throw. This move tends to clash though, so be prepared to buffer another move behind this in the event of one.

Can be comboed into on its own after Shiki's corner wall bounces from 236C / 4B+C if the scaling is too tight.
Ground Throw
throw
4/6+A+D
MBTL Tohno throw.png
MBTL Tohno throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Standard Throw
Air Throw
airthrow
Aerial 4/6+A+D
MBTL Tohno airthrow.png
MBTL Tohno airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Most common combo ender

Special Moves

Flash Sheath - Single Strike

Shiki's basic knife strike series. The A and B versions are very useful to his metagame, as they serve as strong neutral tools that can reap good reward on hit, a safe blockstring ender or frametrap option, or as staple optimized combo tool. The EX Edge version carries more use in combos, but does very well in that regard, giving him a solid and reliable option to dump meter into to get a conversion or extra damage.

Flash Sheath - Single Strike
236+X
MBTL Tohno 236A.png
A version lunges quickly at the opponent and hits once
MBTL Tohno 236B.png
B version takes longer to start up but hits 3 times and moves farther
MBTL Tohno 236C 1.png
EX Version has a followup that wallbounces in the corner
MBTL Tohno 236A hb.png
A version lunges quickly at the opponent and hits once
MBTL Tohno 236A hb.png
B version takes longer to start up but hits 3 times and moves farther
MBTL Tohno 236C 1 hb.png
MBTL Tohno 236C 2 hb.png
EX Version has a followup that wallbounces in the corner
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 22 36 -4 -
  • Quick knife slash

Shiki rushes forward and slashes in front of him. Very simple, yet very useful special move. It is primarily used as a mid-range harassment tool in neutral to hit the opponent at ranges they wouldn't expect, and its large, disjointed hitbox makes it perfect for that purpose. This special is air-unblockable, but although it is NOT a dedicated anti-air, it is still good for catching opponents who like to jump as you can hit their early airborne frames, landings, or pre-emptively stop IAD approaches.

In blockstrings, this move is safe to cancel into to end your pressure as it is only -4 on block. On ground hit, it now leaves the opponent in a crumpled state, allow you to get a full combo as long as you're in range for 2a, or opt for strong mixups otherwise.

It may situationally be a good combo tool for corner carry and damage. Otherwise, this move is mostly used towards the end of a combo in the sequence 5B~B > 236A > 623C, to squeeze a little extra damage and get close enough for both hits of 623C to connect.

Damage Guard Cancel Property Cost Attribute
520*3 (1377) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
18 2,2,2 19 42 -2 -
  • A slower and further advancing slash than 236+A
  • Hits 3 times
  • Ground bounces on hit

Shiki runs further and slashes further in this version. Shiki's strongest special and helps define many aspects of his gameplan. Very similar fundamentally to 236A, but the primary draw of 236B is how its Ground Bounce property allows combos on any starter hit, guaranteed. This move will make your neutral scary, as one wrong move by the opponent can lead to them getting hit by a strong BNB anywhere.

On top of that, this move essentially gets you "in" if the opponent has to block it, with its even better frame advantage and positioning allowing you to stay close to the opponent and potentially start an offense. Even with the startup delay, immediately cancelling into this move from blocked normals will catch all attempts to jump out of pressure as well, and opponents who mash will end up eating a combo.

As stated before, 236B begins combos in any situation imaginable, although mid-combo it will often be used early on, as the startup and movement makes it tricky to use late into a combo. It is also well-suited to help with converting off of long-range hits, such as max range C normals.

Damage Guard Cancel Property Cost Attribute
660*4 (2263) LH MD - - -
First Active Active Recovery Overall Advantage Invul
3+6 6 (11) 4 26 55 -9 -
  • Fastest and highest damage version
  • NO invincibility
  • Hard knoockdown

Shiki readies himself, then runs across a majority of the screen, slashing two times and launching the opponent away on hit. If the opponent is high in the air or your spacing is just plain off, the first hit has a tendency to whiff, but second slash always comes out even if the first one whiffs. A move used typically to end combos and to wallbounce into airthrow in the corner. Do not let the opponent block this, though, as it is punishable on block.

In combos, 236C grants massive corner carry on its own, even letting Shiki run the opponent even further into the corner after the move but before they wake up. It's also very easy to work this move into a combo where other options might not work, notably after a 4+B+C. Then, once the opponent is cornered, you can use the Wall Bounce property of 236C's second hit to turn it into a potent combo tool instead of just an ender, allowing you to continue the combo if you are close enough. This is very useful for improving Shiki's damage output in corner BNBs if you have the resources to do so.

Finally, 236C > Moon Drive cancel serves as an expensive yet valuable starter, where Shiki can dash 2C to continue and clear well over 4K damage in the following combo. You can pull this out of your hat in situations where you may need to kill.
Flash Run - Six Fish

Dragon Kicks that even Shiki doesn't understand. These are one of his more committal ways of being able to deal with airborne opponents. All versions are very fast by being active in 5-6 frames, are air-unblockable, and result in a knockdown on hit. Most notably, the B and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.

Flash Run - Six Fish
623+X
MBTL Tohno 623A.png
A version is a fast anti-air, B version is a reversal, EX version is a reversal and a combo ender
175px
A version is a fast anti-air, B version is a reversal, EX version is a reversal and a combo ender
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*3 (1200) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 - - -26 -
  • Anti-air kick
  • Lower hurtbox retracts slightly during startup
  • Soft knockdown

Shiki does a fast Dragon Kick. Has no invincibility, but a good angle and strong active frames makes this move good for anti-airing careless air approaches. However, you're left very vulnerable in a clash situation. Goes into an automatic follow-up that gives a knockdown that can be teched by the opponent but is still advantageous. Absolutely terrible on whiff or block, so you have to be sure this move will hit, else use your other options to deal with air opponents.

Beware that this move's hitbox placement also makes it somewhat prone to getting crossed-up and attacking the wrong way if the opponent passes over your head while performing it.

Almost never used in combos as there are better ways to get to the better ender of Air Throw, but still notable is that it can be cancelled into grounded EX moves on the first hit, and can also be Moon Drive cancelled on a successful air hit for a good damage combo instead of the automatic follow-up.

Damage Guard Cancel Property Cost Attribute
440*3 (1200) LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 - - -30 1-14 All
  • Invincible reversal kick

Shiki's invincible Dragon Kick. His primary reversal option, with amazing speed and vertical range. Very similar to the A version, the only differences being that it goes higher (takes longer to recover as a result), and is massively invincible. Use this to force your way out of frametraps or gaps in pressure, or to beat out specific okizeme situations

Has about as much use in combos as 623A, except this version will prorate the combo damage heavily if you use it as a starter via Moon Drive cancelling.

Damage Guard Cancel Property Cost Attribute
690*3 (1807) LH MD - - -
First Active Active Recovery Overall Advantage Invul
4+1 3 (2) 10 - - -30 -
  • Fastest kick
  • Highest damaging kick
  • Hard knockdown

EX Edge Dragon Kick, has more invincibility and active time than the B version and goes active 1 frame faster than the other two. This version also grants a hard knockdown, giving Shiki more advantage. The speed on this move is very important as it means that Shiki can punish certain safejump setups by hitting the opponent during their landing recovery, where he normally would not be able to.

Valuable combo ender, as the knockdown lets you get reliable okizeme setups off of any combo as long as he has meter with the string 5BB > 236A > 623C. Also has the same starter damage proration issues as 623B.
Flash Run - Six Fish (air)
Flash Run - Six Fish (air)
Aerial 236+X
MBTL Tohno j236A.png
Why does the motion input change? ๐Ÿค”
175px
Why does the motion input change? ๐Ÿค”
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*3 (1200) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 - - - -
  • Shiki's DP, but in the air.
  • Most useful as an air combo ender when the opponent is too high for an air grab to reach but does less damage usually so not ideal if it can be avoided.
  • Similarly to the grounded version, Activating Moon Drive during the first 2 hits will leave the opponent in a long period of untech (though if done in the air after a 3+C combo it won't be until they reach the ground, they will be able to tech in the air.)
Damage Guard Cancel Property Cost Attribute
440*3 (1200) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
7 1 (2) 10 - - - -
  • B version is largely the same as the A version. Comes out a frame slower but Shiki travels higher up.
Damage Guard Cancel Property Cost Attribute
690*3 (1807) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
- 3 (2) 10 - - - -
  • EX Version with hard knockdown
  • Shiki's best ender off air combos, providing great damage and okizeme after
  • Useful for finishing many stray air confirms
Flash Run - Double Strike

Shiki's ground slide series. An offensive tool and a staple launcher in his combo game. The non-EX versions give him a safe special to cancel his pressure into, while the EX Edge version grants him a way to dump excess meter into knockdowns off of stray hits midscreen that can't be traditionally converted

Flash Run - Double Strike
214+X
MBTL Tohno 214A.png
MBTL Tohno 214A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 L -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
7 10 14 31 -3 -
  • Quickest slide
  • Press any button on hit or block for a follow-up attack
  • Always -3, as of the most recent patch, regardless of how late it connects
  • Techable knockdown

Shiki's fast ground slide, is very useful in pressure to keep forcing your opponent to block low, and punishes up-backers and mashers handsomely by being able to go into a good combo on hit.

In combos, this can easily be used after ANY range button to convert into the main combo staple of 214X~X > j.[C]~B. It's also a common special to cancel into Boundary Peek from as there shouldn't be any possibility of the opponent being too high for the Arc Drive to reach using this move, as well as being the fastest and easiest special to do it from.

Damage Guard Cancel Property Cost Attribute
1330 L -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
17 10 13 29 -1 -
  • Delayed slide
  • Travels slightly further than the A version
  • Always -1, regardless of how late it connects

Similar to 214A in almost every regard, except for the slightly slower startup and better frame advantage. Where 214A requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap, 214B's naturally slower startup makes it easier to do that as no delay is needed. Also has an identical reward on hit; free combos!

A very important thing to note is that due to the slide leaving Shiki right next to the opponent and -1 on block, this move gives Shiki a solid pressure reset opportunity every time it's blocked, on top of already being safe and allowing a disengage. The startup and low hitbox does make it vulnerable to jumpouts though

This version is much more commonly seen in combos due to the A version missing in a lot of places that B won't, especially at the beginning of combos. Also does a tiny bit more damage, making it more optimal.

Damage Guard Cancel Property Cost Attribute
880*2 (1645) L MD - - -
First Active Active Recovery Overall Advantage Invul
4+3 10 - - -13 -
  • Fastest, metered slide
  • NO invulnerability
  • Automatically performs the follow-up attack on hit or block
  • Follow-up attack now behaves like 3+C, launching the opponent

Shiki's EX Edge slide. Unlike numerous other EX Edge specials, this one does not give Shiki any invincibility, but the hurtbox is a bit further back and shorter than the non-metered versions, making the hitbox all the more disjointed. This version is also faster than 214A and travels the furthest of the three. It's primarily used to convert off of the few situations where Shiki cannot get a combo meterless (i.e. normal hit 236A, 22C). Sees little use outside of those situations

In combos, this is guaranteed to combo from your Rapid Beat normal. Also works well as a combo ender when the opponent is too far for other things to reach quick enough, assuming they are low enough to the ground, as you can go into an air combo. Finally, in certain combos where a launch is already used (i.e. 3C starter, Shield Counter starter), managing to land 214C will make the follow-up attack not do a cinematic launch, but still give you a hard knockdown.
Flash Run - Double Strike - Followup
Flash Run - Double Strike - Followup
214+XX
MBTL Tohno 214XX.png
You can cancel into this on whiff
MBTL Tohno 214XX hb.png
You can cancel into this on whiff
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LH -EX-, -MD-, J - - -
First Active Active Recovery Overall Advantage Invul
15 3 20 37 -6 -
  • Has the same animation as 3+C but doesn't cause a launch effect, instead just striking the opponent into the air slightly.
  • Can be jump-cancelled on hit to chain into a variety of air combos, most commonly a charged Aerial C followed by Aerial B into some form of ender or relaunch.
  • The Follow-up can be triggered as long as Shiki is still still moving forward, giving the B version a very generous stagger timing if it should be blocked, though you cannot jump cancel the follow-up on block.
  • It's also possible to trigger the follow-up before you connect the hit of the slide causing you to drop the combo, so be aware of this.

Boundary Peek Activated (After Arc Drive)

Flash Sheath - Eight Piercings
Flash Sheath - Eight Piercings
22+A
MBTL Tohno 22A.png
You can hear Nanaya in the distance...
MBTL Tohno 22A hb.png
You can hear Nanaya in the distance...
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 H EX, MD - - -
First Active Active Recovery Overall Advantage Invul
29 2 19 - -4 17-29 All?
  • Shiki assumes a stance and teleports into overhead slash that switches sides.
  • Despite the animation this is not a true cross-up and opponents can block it standing holding forward or back.
  • A decent mixup tool that calls out low shield attempts from afar and can lead to potential tech trap situations on hit.
  • Has a short window of invulnerability that can phase through most wakeup options and reversals.
  • Won't get you a combo on hit naturally. You can spend Magic Circuit on Aerial 236+C if you just want to cash out on damage and knockdown or Moon Drive if you want a longer combo.
  • Safe on block against strikes but is easily punished with throw.
  • Usually if the opponent is not in a state where the slash can hit, Shiki will recover in a vulnerable state after teleporting a set distance. However, certain actions and/or timings can make the slash itself whiff.
Flash Sheath - Eight Piercings (Feint)
Flash Sheath - Eight Piercings (Feint)
22+UNI Input Hold.png[A]
MBTL Tohno 22A be.png
We waited a year for this.
175px
We waited a year for this.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - 32 - - -
  • Charging 22A causes Shiki to stay in place after posing for the attack, functioning as a feint.
  • Partially charging 22A can make the overhead come out slightly delayed.
  • Because this move is a feint, it won't have the charge flash that other fully charged moves do.
Flash Sheath - Seven Nights
Flash Sheath - Seven Nights
22+B
MBTL Tohno 22B.png
It sure is a low
MBTL Tohno 22B hb.png
It sure is a low
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1400 L -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
13 5 28 45 -9 -
  • Quick low that covers a lot of ground.
  • Travels about half screen and unlike 22+A or 2+B+C will still play out the attack animation even if you don't find a target.
  • You can both combo into this move and from it.
  • Comboing into this move before your enders will give you more damage than 236+A or 214+A and their Moon Skill counterparts. You can even choose which side to end on if you input your EX Special or Arc Drive slightly late.
  • At closer distances of 22+B will crossup on hit for a sideswitch.
  • At C button ranges it will cross-up on block at closer distances, but crossup protection will trigger.
  • Whiff cancellable into options like Moon Drive and lightning fast, this becomes one of his most powerful neutral tools, receiving a way to immediately close the gap.
Flash Sheath - Eight Points
Flash Sheath - Eight Points
22+C
MBTL Tohno 22C.png
The Trademark Nanaya Special
MBTL Tohno 22C hb.png
The Trademark Nanaya Special
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
270*6 (1419) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 2(1)2(1)2(1)2(1)2 19 43 -1 -
  • Notably different from the other moves unlocked by Boundary Peek, 22+C isn't a metered version of either of the 2 dashes, instead having Shiki perform a rapid fire series of slashes in front of him, dealing decent damage.
  • Holding 4 or 6 during this move makes Shiki slide backwards or forwards, respectively. This is useful for repositioning and space control.
  • On a ground hit, you can link a 5A or 2A into a proper combo. Combined with the ability to reposition this can let you turn any stray hit of this into damage, knockdown, or even potentially end a round.
  • With its massive disjoint, active frames, air unblockable properties, and clash frames, it can be a strong tool for maintaining space and stuffing out aggressive approaches. Where it shines most however is its use in pressure: -1 on block and spacing him perfectly for his plethora of pressure options, these slashes are a powerful reset that can reap great reward on hit. It can also pressure the opponent into making hasty decisions due to its massive chip damage. If your opponent's character or wits can't find a way around this move, they're going to have a hard time once you gain access to it.
  • Due to the hitstun changes, you can now link this move into itself if the opponent is airborne. It doesn't add much damage but it does look really funny.

Moon Skills

Flash Sheath - Single Strike
Flash Sheath - Single Strike
6+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
750*2 (1357) LH EX, MD - - -
First Active Active Recovery Overall Advantage Invul
14 2 (4) 4 19 42 -4 -
  • Moon Skill version of 236+X specials.
  • Hits twice like 236+C but otherwise functions the same as 236+B. Travels around the same distance and allows a combo extension afterwards, doing slightly less damage for being slightly faster making it easier to work into a combo.
  • Runs off dash momentum incredibly well due to its input being the same direction, making it an even stronger whiff punish tool
Flash Run - Six Fish
Flash Run - Six Fish
3+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330*5 (1419) LHA EX, MD, -J- - - -
First Active Active Recovery Overall Advantage Invul
6 1 (2) 10 - - -3 -
  • Moon Skill Version of 623+X specials
  • Does not possess any invincibility, but it does have a good amount of clash frames on startup in MD, making is a solid reversal option
  • Interestingly loses the kick ender in exchange for the ability to jump cancel it, with enough hitstun to combo a charge Aerial C though it can be hard to convert properly from at times.
While generally only okay for combos, this move becomes an extremely potent reversal in Moon Drive; with the ability to jump cancel on hit, block and even whiff, it is an exceptionally lower risk - higher reward reversal option. It should beat most meaties fairly consistently. Do be careful, as the clash frames don't extent into the active frames, it is more prone to trade or even lose to moves with long range if hit at the right timing
Flash Run - Double Strike
Flash Run - Double Strike
4+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
320*3, 340, 400 (1452) L EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
13 22 - - -3 -
  • Moon Skill version of 214+X special.
  • In between the A and B version in terms of speed and goes further than all the rest by a large margin, covering over half screen.
  • Unlike the other versions, 4+B+C hits multiple times and continues advancing forward on hit or block.
  • The final hit of this is also automatically trigger however it knocks the opponent away instead of launching them up. In the corner this will give you a wall bounce and allow you to further combo into some of his highest damaging routes
  • You can EX Cancel any hit into any EX special, though 214+C and 623+C won't connect on the final hit. You can use 236+C and 236+B+C right away, but delaying the former will increase the distance travelled allowing you to reach the corner in situations you normally wouldn't have.
Flash Run - Six Fish (air)
Flash Run - Six Fish (air)
Aerial 6+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
300*5 (1293) LHA EX, MD, -J- - - -
First Active Active Recovery Overall Advantage Invul
6 2 (2) 10 - - - -
  • Air version of 3+B+C, can be jump cancelled to connect aerial normals
  • Easier to work into combo structure with charge Aerial C into Aerial A just before landing, allowing you to continue a ground combo (into Boundary Peek, for instance.)

Boundary Peek Activated (After Arc Drive)

Flash Sheath - Eight Piercings
Flash Sheath - Eight Piercings
2+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900, 630 (1530) H EX, MD, -J- - - -
First Active Active Recovery Overall Advantage Invul
27 - - - +1 -
  • Moon Skill version of Shiki's 22+A.
  • A direct upgrade with faster startup, more damage, and proper advantage on block. It also has a slightly larger trigger range than 22+A letting you hit people from a bit farther away. However, it still carries all of 22+A's natural downsides.
  • Additionally this move is jump cancellable on hit, block, and even whiff. On block Shiki can go for an aerial left/right mix or just land and start a new blockstring, and on whiff can be jumped out of to stay safe.
  • Can be converted into a full confirm with a tight jump cancel.
  • This move cannot be feinted like 22+A and the blue flash makes it slightly easier to recognize, so be careful using this.

Super Moves

Boundary Peek
Boundary Peek
236+B+C
MBTL Tohno 236BC.png
The Funny Man Install
MBTL Tohno 236BC hb.png
The Funny Man Install
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1250, 250*5, 1000 (3500) LH N/A - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
7 N/A - - -22 -
  • Unremarkable oki or damage for an arc drive.
  • However, after performing this move you gain access to 22X special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with this move unlocks them for the next round.
  • Almost, but not quite fullscreen travel distance.

Overall one of the best Arc Drives in the game in terms of its utility. Very often you'd want to store and build meter to land this as much as you can, especially if it can end the round.

Damage Guard Cancel Property Cost Attribute
1250, 250*5, 1000 (3500) Unblockable N/A - 3 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
- - - - N/A -
  • After performing this move you gain access to 22X special moves for the rest of the round. Hit, block, or whiff does not matter. Killing with this move unlocks them for the next round.
  • Unblockable, but can be stand Shielded.
  • Slightly farther range than uncharged version (still not fullscreen).
More of a gimmicky/knowledge check parallel to the arc drive. You don't have a good reason to use this since its reactable enough for opponents to shield it, and you can't really guarantee it.
Testify - Seventeen Dissection
Testify - Seventeen Dissection
A+B+C+D
MBTL Tohno ABCD.png
ใ“ใ‚ŒใŒใ€ใƒขใƒŽใ‚’ๆฎบใ™ใฃใฆใ„ใ†ใ“ใจใ ใ€‚
"This is what it means to kill things."
175px
ใ“ใ‚ŒใŒใ€ใƒขใƒŽใ‚’ๆฎบใ™ใฃใฆใ„ใ†ใ“ใจใ ใ€‚
"This is what it means to kill things."
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH N/A - 4 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • 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.
  • Looks VERY cool.

Reverse Beats

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

Customization

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Shiki Tohno Wiki Roadmap

31% complete
Page Completed To-do Score

Overview

Explanation of most specials, moon skills, arc drive and last arc. Majority of move data and properties. Image previews of normals has been added

Explanation of majority of normals, images of moves and hitboxes

18/25
Strategy

Unstarted

0/25
Combos

A fair assortment of starter and advanced combos have been added. Combo Theory section added and very basically explained, expand and elaborate in the future

Expand starter section as much as it can, demonstrations in the notes if possible(streamable links for the harder combos that require tight links)

13/25
Matchups

Unstarted

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