Melty Blood/MBTL/Shiki Tohno
Gameplay
Shiki (often referred to as Tohno) is an easy to pick up 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.
Pick if you like | Avoid if you dislike |
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A high school student with the ability to see the death of everything with his Mystic Eyes of Death Perception
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.
Main Weapon/Skill
Knife / Mystic Eyes of Death Perception
Basic Info
Height: 173cm
Weight: 57kg
Blood Type: AB
Birthday: October 15th
Voiced by: Ryosuke Kanemoto
Mystic Eyes of Death Perception
All of Shiki's normals utilizing his signature knife apply Chip Damage, being the only character in the game who can present the threat of chip through normals outside of Saber. This helps provide his basic strike/throw offense a more active visible threat.
Accelerated Unblockables
Moves with unblockable properties are sped up during the duration of Shiki's Moon Drive state and consume 2 Moon Icons upon use.
The two moves affected by this are 5[C] by 4 frames and 236[BC] by 11 frames.
Character Summary
- 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: Anti-air, reversal (B/EX ver. only)
- 214A/B/C (EX OK) + Add. A/B/C - Flash Run - Double Strike: Sliding low kick
- j.236A/B/C (EX OK) - Flash Run - Six Fish: Air combo ender
- 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], 22[A], 236[B+C]
Health: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-12 Strike Invul - 13-17 Projectile/Air Invul - 7-19 Airborne - 28 Total - 23-26 Extendable
Extended Backdash:
- 1-11 Full Invul - 1-17 Airborne - 29 Total
Dash startup: 4
Dash actionable: 5
Jump startup: 4
Jump airtime: 37
Basic BNB (Meterless): 2A > 2B > 5C > 2C > 214B~B > j.[C] > dl j.B > 5B > 3C > j.B > j.C > AT
Basic BNB (1 Bar): 2A > 2B > 5C > 2C > 214B~B > j.[C] > dl j.B > 5B~B > 236A > 236C/623C
Corner BNB (1 Bar): 2A > 2B > 5C > 2C > 214B~B > j.[C] > dl j.B > 5B~B > 236A > 236C, 3C > j.B > j.C > AT
2C Starter BNB: 2C > 5C > 236B, 2B(1) > 214B~B > j.[C] > dl j.B > 5B > 3C > j.B > j.C > AT
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | -SE-, -N-, -SP-, -RB-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Holding
allows you to cancel
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. It hits low, making it more ideal to start pressure than +
due to its longer range. Obviously his fastest button alongside
+
, 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 Reverse Beat whiff from normals, allowing Shiki a chance to reset pressure. Unlike most
s, the hitbox placement on this move makes it unserviceable as an emergency anti-air against IADs.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 15 | 26 | -2 | - |
Shiki steps forward with elbow strike. Essential combo filler that sees use in almost every aspect of his routing. High hitting normal that's good at hitting people out of IAD resets. The recovery, significant forward movement, and pushback make it ideal for blockstrings as it allows you to maintain a close range while enabling resets and frametraps.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | LH | N, SP, RB, EX, MD, (J) | CD | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 ~ 18 | 8 | 20 | 36 ~ 45 | -11 ~ -4 | - |
- Does chip damage on block.
Shiki lunges forward and strikes with his knife. Excellent poke thanks to its quick recovery and forward movement. Strong pressure tool as it easily hit confirms into Shiki's ground Specials at any range, and can be reverse beat into his Normals to continue pressure again from a safe distance.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2000 | U | - | SK, AB, L | 2 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
30 (26) | 4 | 24 | 58 (54) | - | 18-30 Clash (14-26 Clash) |
- Completely unblockable and Fatal Counter hits Crouch Shield. The opponent must Stand Shield.
- The only meterless strike with an armor breaker property!
Shiki takes aim at the Lines of Death and strikes. Does a surprisingly high amount of damage on its own. Due to your limited mix-up options outside of Boundary Peek Specials, you may be inclined to use this often against respectful players and it's one of your unique options for beating Crouch Shield. Like most BE moves, you can half charge it into any low for a strong mix-up, especially effective with Shiki's selection of powerful lows. Contains a massive amount of clash frames that can stuff attempts to mash, however, well timed fuzzy mashing and invincible reversals will beat this move very clean.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | -SE-, -N-, -SP-, RB, -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 does a quick crouching jab. The average Melty Blood +
. It's fast, reliable, and affordable! Bar the lower hurtbox, it's virtually identical to
, and is used in all of the same contexts.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
504 | L | N, SP, RB, EX, MD, (J) | CD | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 (2) 4 | 14 | 30 | -3 | - |
- Does chip damage on block
Shiki does two low slashes. 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 frame data combined with its pushback makes its an excellent way to reset or continue pressure. The first hit is angled just high enough to catch most IADs. Combined with the range of the second hit and easy confirms into Shiki's strong Special moves, this makes it a powerful defensive option as well.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, SP, RB, EX, MD, (J) | HK, L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 5 | 25 | 36 | -13 | - |
- Extends hurtbox throughout his whole leg during recovery.
The Classic Shiki Tohno Sweep. Offensive and defensive staple due to its startup and active frames, allowing for free confirms no matter how far and letting you tag your opponent from distances where your other Normals will whiff.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- Holding
allows you to cancel
into itself up to 2 times.
- Retains air options on whiff. Whiff cancels starting on frame 20 onwards.
Shiki does a backhand 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 for either an easy confirm into Air Throw, or if blocked, to transition to an air blockstring to bring the opponent to the ground for a mix-up or to start pressure.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
392 | HA | N, SP, RB, EX, MD, J | CD | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2,2 | - | - | - | - |
- Does chip damage on block.
- Can only be cancelled on the second hit.
Shiki swings his knife at a downward angle, hitting the opponent twice. While it has two separate hitboxes for each hit, they are very quick in succession, and thus likely to win clash scenarios or the like. Excels at jump-ins and can air-to-air relatively well, while also being great for pressure with the aforementioned chip on block. It's also possible to hit opponents from behind with j.B due to its lower hitbox, but it's a fairly rare occurrence and requires an uncanny amount of precision to get consistently.
Outside of neutral purposes, j.B serves an important role of stabilizing pre-623X rejumps using the ever so common j.[C] > dl j.B after 214X~X, which is further aided by it's two hits giving you more time to input on landing. Overall a very solid air button with lots of versatility.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 7 | - | - | - | - |
Shiki does an aerial axe kick. Strong defensive air normal with deceptively long range and nice active frames. Partial charging makes approaching this button from below daunting.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, SP, RB, EX, MD, J | GB, L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 7 | - | - | - | 15-19 Clash |
Shiki does an aerial axe kick, slamming the opponent into the ground. Very potent combo tool, both as a starter or extender. As a starter you can transition into a grounded string no matter if the opponent is hit on the ground or in the air, and it's usually used after Flash Run - Double Strike or the Moon Skill version of Flash Run - Six Fish to bring the opponent back to the ground and extend further. Has plenty of clash-frames, making it a strong option for aggressive jump-ins, but it's -4 on whiff so don't be too careless when throwing this out in neutral.
Command Normals
44 > 44
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
Shiki performs a backflip after his backdash. This follow-up is invulnerable and moves him backwards almost fullscreen. Easily the best backdash in the game as it allows Shiki to escape near any sticky situation, but makes it easier to bait and punish if overused.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
414 | LH | SP, RB, EX, MD | CD | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 (19) 3 | 23 | 56 | -10 | 18-29 Low Crush |
- Does chip damage on block
- Airborne between Frame 18 and Frame 29, meaning you can be Fatal Countered.
Shiki performs a two lunging slashes. Moves Shiki significantly closer to the opponent to set up for follow-ups. Unsurprisingly servers as filler off of stray hits or in blockstrings to set up +
resets. Vacuums airborne opponents on hit and as a result the way you convert this into special moves slightly changes. For instance, if the opponent is on the ground you can cancel into
+
and still have the slide connect, but if they are in the air you'll have to use
+
instead.
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD, (J) | CD, LR | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | 5-12 Air |
- Does chip damage on block
- Launches the oppponent with a built in jump followup unless a launcher was already used.
Shiki performs an upward crescent slash. Shiki stays in place during the duration of the move. Important anti air tool that's excellent at hitting opponents trying to hover above him. The Head Invulnerability makes this a safer albeit less rewarding IAD call out than and
+
, and the hitbox allows you to hit opponents where the other two cannot.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | HK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +47 | - |
Shiki grabs the opponent and throws them down with a slick knife flip. A generic normal throw. Solid knockdown that leaves the opponent next to Shiki, serving as his primary mix-up tool since he has so many opportunities to set up situations for it.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | HK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | - | - | - | - |
- Universal Air Rapid Beat Ender.
- Better frame advantage the lower the Air Throw is.
Shiki throws the opponent down with a quick slash to the neck. Standard Melty Blood Air Throw that leaves Shiki a fairly high distance away from the opponent when used midscreen. It's jump cancellable on hit to enable he more potent oki, serving as his main safe-jump set up in the corner.
Special Moves
Flash Sheath - Single Strike
Shiki's basic knife strike series. The and
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -EX-, -MD- | C | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 20 | 34 | -4 | - |
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 is NOT a dedicated anti-air, but it is still good for catching opponents who like to jump carelessly, letting you punish their jump startup, landings, or air dash approaches with a strong combo. On ground hit, it leaves the opponent in a crumpled state, allow you to get a full combo as long as you're in range for Normals, or opt for strong mixups otherwise.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1377 | LH | -EX-, -MD- | GB(3), L(3) | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 2,2,2 | 17 | 40 | -2 | - |
Shiki runs further and slashes in this version, hitting three times. Fundamentally similar to +
, but the primary draw of
+
is how its Ground Bounce property allows combos on any starter hit, guaranteed. This move can make your neutral scary, as any wrong move by the opponent can lead to them getting hit by a strong combo anywhere. On top of that, this move places you in an ideal position if the opponent has to block it with its better frame advantage and positioning allowing you to stay close to the opponent and potentially start offense. Due to the startup delay, immediately cancelling into this move from blocked
and
normals will catch all attempts to jump or mash out of pressure and will result in them eating a fat combo. Despite all this, Do Not overuse this move as whiffing it carelessly will leave you open to punishes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2263 | LH | MD | HK, WB(4), L(4) | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 6 (11) 4 | 26 | 56 | -9 | 1-4 Throw |
Shiki readies himself, then runs across a majority of the screen, slashing twice 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, as it is punishable on block.
In combos, +
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
+
+
. Once the opponent is cornered, you can use the Wall Bounce property of the 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 combos should you have the resources to do so.
Finally, Moon Drive cancelling turns this move into an expensive yet valuable starter, where Shiki can dash +
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 close out a round.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1365 | LH | EX, MD | L, GB(2) | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 2 (4) 4 | 17 | 41 | -4 | Clash 1-11 |
Slashes twice like +
but otherwise functions the similarly to
+
. Travels about the same distance and ground bounces the opponent on hit allowing for combos.
+
will lead to more damaging combo than
+
and is safer on block, but
+
combos grant better meter gain and comes out much faster. Works off of dash momentum incredibly well due to the input being the same direction, making it a strong whiff punish tool until you gain access to
+
.
Flash Run - Six Fish
Rising 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 cancellable knockdown on hit. Most notably, the and EX Edge versions also grant Shiki with reliable invincible reversals, which is important since his other EX Edge specials have no invincibility.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -EX-, -MD- | L, SK(3) | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 1 (2) 10 | 33 | 51 | -26 | - |
- Lower hurtbox retracts slightly during startup
Shiki does a fast rising 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 cancelled into EX Specials for converting successful anti-airs into combos. Functions extremely well as a combo extender after Aerial thanks to the low recovery, allowing for links into
Normals to optimize his damage and meter gain.
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | (EX), (MD) | L, SK(3) | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 (2) 10 | 37 | 56 | -30 | 1-13 All |
Shiki's meterless reversal. His primary reversal option, with amazing speed and vertical range. Very similar to the 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 as much use in combos as +
, except this version will prorate the combo damage heavily if you use it as a starter. Usually used mid-combo when
+
was already used to prevent Same Move Proration.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1807 | LH | (MD) | L, HK | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 3 (2) 10 | 37 | 56 | -30 | 1-16 All |
EX Edge Rising Kick, has more invincibility and active time than +
and goes active 1 frame faster than the other meterless versions. This version also grants a hard knockdown, giving Shiki more advantage and allowing him to perform left/right mix-ups with the right setups. 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.
Has cancellable recovery on the final hit like the meterless DPs, allowing you to cancel this into Arc Drive for extra damage and access to +
or Moon Drive to start combos, but the damage will scale heavily.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1419 | LHA | EX, MD, -J- | L | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 1 (2) 10 | 41 (10) | 60 (29) | -32 (-1) | Clash 1-5 |
Unlike the others, this version does not possess any invincibility, but it does have a good amount of clash frames on startup in Moon Drive, making it a solid reversal option. Loses the kick ender in exchange for the ability to jump cancel it on hit, with enough hitstun to combo a Aerial and other follow-ups. It's even jump cancellable on whiff making it an excellent low risk escape option and anti air, and often trades in his favor during early active frames against predictable IAD resets.
Flash Run - Six Fish (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | -EX-, -MD- | L, SK(3) | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 1 (2) 10 | Until Landing+12 | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | -EX-, -MD- | L, SK(3) | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2 (2) 10 | Until Landing+12 | - | - | - |
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 or to build slightly more meter but often does less damage 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 +
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 |
---|---|---|---|---|---|
1807 | LHA | MD | L, HK | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 3 (2) 10 | Until Landing+12 | - | - | 1-4 Throw |
- 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 and leads to his simplest and most consistent left/right mix-up if performed midscreen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1293 | LHA | EX, MD, -J- | L | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2 (2) 10 | Until Landing+12 | - | - | - |
Shiki's Moon Skill DP, but in the air! Overall an essential combo tool as it helps stabilize air to ground strings and extend routes during Moon Drive. Typically followed with a Aerial to bring the opponent into the ground and extend into whatever you desire.
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | L | -EX-, -MD-, -CH- | L, SK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 10 | 13 | 29 | -3 | - |
- Pressing any button on frames 7~20 cancels the slide into the follow-up attack.
- Always -3, regardless of how late it connects.
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 ranged button to convert into your route of choice. 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-, -CH- | L, SK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | 10 | 13 | 39 | -1 | - |
- Cancellable into the follow-up from frames 17-29.
- Always -1, regardless of how late it connects.
Functions similarly +
but with slower startup and better frame advantage. Where
+
requires a slight delay to frametrap, making it tricky to do so properly without missing windows or not leaving a gap,
+
'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 jump outs if you get predictable.
This version is much more commonly seen in simpler combos due to the version missing in a lot of places that
won't, usually if the opponent is too high or far. Also does a tiny bit more damage, making it more optimal if both are able to connect.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -MD-, (J) | L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 20 | 37 | -6 | - |
Shiki rises from the ground and slashes upward. Has a similar animation to +
but doesn't cause a launch effect, instead just striking the opponent into the air. Can be jump-cancelled on hit, commonly a charged Aerial
, or linked into ground normals or another slide in punish combos. The follow-up can be triggered as long as Shiki is 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. You can also cancel into this should the initial slide whiff, making preemptive cancels a surprisingly solid option for opponents looking to jump out of slide resets, but it can make buffering it during combos a bit troublesome.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1645 | L | MD | L, LR(2), HK | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 10 | 12 | 28 | -7 | 1-4 Throw |
- Automatically performs the follow-up attack on hit or block.
- On block, can be shielded between the first and second hit.
- Follow-up attack behaves like
+
, 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 just as fast as +
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. far hit
+
or
+
). 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. +
starter, Shield Counter starter), managing to land
+
will make the follow-up attack not do a cinematic launch, but still give you a hard knockdown.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1452 | L | EX, MD, (J) | L, WB(5) | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 22 | 17 | 52 | -3 | Clash 1-11 |
- Moon Skill version of
+
special.
- Similar to the EX version, the follow-up slash will automatically come out on hit.
In between the and
version in terms of speed and goes further than all the rest by a large margin, covering over half screen. Unlike the other versions,
+
+
hits multiple times and continues advancing forward on hit or block. The follow-up knocks the opponent back, wallslamming in the corner and allowing for linking into combos.
You can EX Cancel any hit into any EX special, though +
and
+
won't connect on the final hit. You can use
+
and
+
+
right away, but delaying the former will increase the distance travelled allowing you to reach the corner in situations you normally wouldn't have.
Boundary Peek Activated (After Arc Drive)
Flash Sheath - Eight Piercings
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | H | EX, MD | NC, L, SK | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 ~ 35 37 ~ 43 |
2 | 19 | 48 (whiff) | -4 | 17-21 All 17-29 All |
- Start-up depends on the distance from the opponent and how long
is held.
- This move can be delayed for up to fifteen frames. On the sixteenth frame it becomes
+
.
- If the opponent does not get caught by the proximity check hitbox, Shiki will just travel a set distance and not attack.
- The only invincible move in the game that can be cancelled into Shield if the opponent successfully Shields the attack.
Shiki assumes a stance, dashes forward and disappears. He reappears above and behind the target and slashes downward. This move is a sub-par mix-up tool for calling out people defaulting to low blocking or trying to Crouch Shield your low attacks. Because +
gives a soft knockdown on hit you must spend resources to convert this move into a knockdown. On block it is universally punished by throws, though you can try to beat the throw with an EX Special (Preferably
+
) thanks to the throw invulnerability on EX Special start-up. Since it requires meter to be a threat you're better off sticking to IAD j.B and 5[C] for calling out low blocking and Crouch Shield, though this move is at least consistent at baiting opponents using invincible Reversals or Heat to escape pressure.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 32 | - | - |
Shiki assumes a stance...and stands back up, functioning as a feint. This allows you to call out the opponent's attempts to Stand Shield +
as linking
+
after the feint will consistently Punish Stand Shield, and outright Fatal Counter anyone holding it. However because the recovery is long and not cancellable, you can't link a low with the same timing as the overhead for a mix-up on block nor is it useful for pressure resetting. The recovery also makes the move susceptible to Fuzzy Blocking, making the application of both the overhead and the feint very limited outside of scrambles or against Shield-happy players.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1530 | H | EX, MD, -J- | NC, L, SK | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 ~ 37 | 4 | 19 | 48 | +1 | 15 - 26 All / 15 - 36 All Clash 1-11 |
- Moon Skill version of
+
.
- If the opponent does not get caught by the proximity check hitbox, Shiki will just travel a set distance and not attack.
A direct upgrade of +
with faster start-up, more damage, proper advantage on block, and even a slightly larger trigger range! It can be converted with a jump cancel to combo into a knockdown without spending any additional resources. Unlike
+
, this version lacks a feint to throw off the opponent so if your opponent reacts to this it only takes one Stand Shield to spell your imminent doom.
Flash Sheath - Seven Nights
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | L | -EX-, -MD- | NC, L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 25 | 42 | -9 to -5 | - |
- Temporarily removes Shiki's collision, allowing you to pass through opponents.
Shiki lunges forward and slashes outward, launching opponents straight up on hit. Thanks to the speed, travel distance, and consistent confirms on hit, +
is a very strong gap closer that makes his grounded neutral more potent once he gains access to it. This moves defines your match-ups against strong zoner characters, as it allows you to near consistently whiff punish their tools that Shiki would usually struggle to compete against. As a bonus, thanks to it removing your collision you can easily side switch mid-combo to put your opponent into the corner provided you started the combo in the corner.
Flash Sheath - Eight Points
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1419 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4,4,4,4,4,2[22] | 19 | 51 | -1 | - |
- Holding
or
during this move makes Shiki slide backwards or forwards, respectively.
- You can link this move into itself if the opponent is airborne. It adds virtually no damage but it does look really funny!
Shiki performs a series of rapid slashes. 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. The hitstun of the move allows very simple confirms on grounded and aerial connects. Where it shines most however is its use in pressure: -1 on block and allowing precise spacing for his plethora of pressure options, these slashes are a powerful reset that work perfectly with the great reward if it hits. 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.
Super Moves
Boundary Peek
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | N/A | HK | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+6 | 7 | 32 | 45 | -22 to -16 | Strike 1-13, Throw 1-31 |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | Unblockable | N/A | HK | 3 Magic Circuit, 2 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+31 (1+20) | 7 | 44 | 82 (71) | N/A | All 1-38 (Strike 1-27, Throw 1-31) |
- Performing this move at all will grant access to
+
special moves for the rest of the round. Whether it hits, is blocked, or whiffs does not matter. Ending the round with this will allow usage of
+
for the next round.
- Travels just under fullscreen distance. Travels slightly farther when fully charged.
Shiki does a sick knife spin and then lunges straight forward. A unique Arc Drive among the rest in that it doubles as an install, allowing you access to a unique set of special moves when it's performed. Because of this, it makes managing your meter slightly more strict. Depending on the match-up, you'll want to prioritize landing this as soon as possible which will mean limiting your damage and midscreen mix-ups until you gain access to +
. Fortunately, the benefits mean that this will almost always be the preferred way to close out a round thanks to it carrying over
+
access into the following round.
When fully charged, the slash becomes unblockable. Serves as more of a gimmicky knowledge check than anything else. You don't have a good reason to use this since its reactable enough for opponents to Stand Shield it. Depending on how high the opponent is during a combo, you may have to use the unblockable version so that they have time to fall into the move.
Testify - Seventeen Dissection
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | N/A | HK | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Only usable with four Magic Circuit Counts or with a successful Shield while in Blood Heat.
- Uses his 5B animation if performed manually.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activation.
- Shiki will say different lines depending on the opponent he's fighting!
Shiki leaps at the opponent and rends them into seventeen pieces, a reference to his initial meeting with Arcueid in the visual novel. Functionally identical to every Last Arc in the game. Not worth going for over an EX Special into Arc Drive, especially with Boundary Peek's benefit of unlocking +
. It is a very cool looking super, at least.
Reverse Beats
Gaps for 22A may vary depending on distance and partial charge.
Gaps for 2BC vary depending on distance.
Attack | Chain | Advantage |
---|---|---|
2B | 5A/2A | -3 |
5B/5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5[C] | 19F (7-18 Clash) |
5B/2C | 5[C] | 14F (2-13 Clash) |
2B | 5[C] | 16F (4-15 Clash) |
5A/2A | 236B | 7F |
5B/5C/2C/3C | 236B | 2F |
2B | 236B | 4F |
Rapid Beat | 236B | 3F |
5A/2A | 214B | 6F |
5B/5C/2C/3C | 214B | 1F |
2B | 214B | 3F |
Rapid Beat | 214B | 2F |
5A/2A | 22A | 18F (6-10 Invul) |
5B/5C/2C/3C | 22A | 13F (1-5 Invul) |
2B | 22A | 15F (3-7 Invul) |
Rapid Beat | 22A | 14F (2-6 Invul) |
5A/2A | 2BC | 16F (4-15 Invul) |
5B/5C/2C/3C | 2BC | 11F (1-10 Invul) |
2B | 2BC | 13F (1-12 Invul) |
Rapid Beat | 2BC | 12F (1-11 Invul) |
5A/2A | 236[BC] | 21F (1-21 Invul) |
5B/5C/2C/3C | 236[BC] | 16F (1-16 Invul) |
2B | 236[BC] | 18F (1-18 Invul) |
Rapid Beat | 236[BC] | 17F (1-17 Invul) |
Customization
Palette options
Shiki Tohno Wiki Roadmap
31% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
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 |
0/25 |