User:Fluid

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I like Guilty Gear, Melty, and setplay. Absolute lab rat. Same name in the discord if you have any questions or concerns regarding edits. Otherwise, here's some light sandboxing.
MBTL mario icon.pngMario's 236C

How insane would it be if we all went full weeb mode and made the whole wiki all 遠野 志貴 (</rpTohno Shiki) . Fluid (talk) 12:38, 17 July 2023 (PDT)

Now that I think about it a legitimate usecase would be Neco Arc Drive since it's the Sword of Promised Air (</rpExcaliballoon) , but the fact that previewing pages with ruby text causes an error scares me away from actually implementing it.--Fluid (talk) 09:22, 5 November 2023 (PST)

why can I just edit your page / Because Fluury, all pages are created equal and user pages have nothing special going on except for the fact that they're linked to your name, yippee.





lets fricking go right now we love the wiki / I do, how, and I'm glad you do too (:

i can write something here too (because im nice like that)

happy borthday fluid

  • happy birthday you silly man (wikiman 08:39, 9 April 2023 (PDT))


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's gameplan involves working around his short airdash to make his way into the midrange where he can make effective use of tools like 236X and 6BC to punish whiffs and get in on the opponent. Once he's in, he utilizes the excellent frame advantage of his 2B & 5B, his advancing 5C, fast & large 2C, and 214X, which has good frame advantage in addition to a followup, to frametrap the opponent and create ambiguous points with which to reset pressure or go for throws.

Defensively, he has one of the better backdashes in the game with a unique extension to double the distance travelled, in addition to a 6F meterless DP in 623B, and 5B/2B to catch IADs.

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 midrange and pressure options even further.

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.


High Level Sample Footage
alignment=center urlargs=start=7638 description= Oh and you can add a description too, I guess. (Erin vs Omni [PCiel])

}}

alignment=center urlargs=start=19738 description= So that's pretty cool, right? (Phantom vs Raiden [Warc])

}}


Story & Profile

A lovely girl who hides her daytime self in the darkness; A butterfly in a rose garden who hunts her prey like a wolf in the night
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

Unique Traits

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 by 4 frames 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] and Boundary Peek (236[BC])

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)

Backdash:

  - 1-18 Throw Invul
  - 1-12 Strike Invul
  - 13-17 Aerial Invul
  - 1-17 Projectile Invul
  - 28 Total

Dash startup: 4

Dash actionable: 5

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

Given that the above was a success here we go writing each of these out one by one.

Arcueid

The free-willed Princess of the True Ancestors
A royal member of the vampire race known as the True Ancestors. After suffering through a traumatic event, a naively innocent side of her was somehow released. She now lives as a free-spirited, almost childish, princess.

She is incredibly powerful and, despite being a vampire, is able to survive in direct sunlight. She has no desire to threaten human society, instead hunting other vampires known as Dead Apostles.

When Roa, her greatest enemy, is reincarnated, he appears in Souya where Shiki lives.
Although a fateful encounter awaits her and Shiki here, a story of an earlier possibility is about to unfold.

Main Weapon/Skill
True Ancestor Strength, Claw-Based Slashes, Marble Phantasm

Basic Info
Height: 167cm
Weight: 52kg
Blood Type: n/a
Birthday: December 25th (according to her)
Voiced by: Ikumi Hasegawa

Ciel

The "Arrow" of the church, hunting heretics in the name of the Lord
The Holy Church, a major religion in Europe, does not take kindly to heresy. Ciel works as an executor for its specialized force known as the Burial Agency. Her calling? Hunting and destroying heretics in the name of the Lord.

Like Arcueid, she wishes to destroy Roa and has come to Souya in search of him, deciding to blend in by posing as a regular student at the same high school as Shiki. Used to working alone, she seems rather displeased at the fact she has to work alongside Noel, who is currently posing as a teacher.

She currently attends school as a senior, one year above Shiki, and is quite popular with many of the students there. They see her as both warm and cheerful. Her go-to lunch from the school shop is curry bread, and her favorite restaurant serves the best curry in town.

Main Weapon/Skill
Black Keys, Seventh Holy Scripture

Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo

Akiha Tohno

Current head of the noble Tohno family
After the death of her father, she inherits the role of leader of the Tohno family, a distinguished house in Souya. One year younger than her brother Shiki, she arranged for his return from the Arima family.

Her flawless etiquette and bearing perfectly epitomize the daughter of a noble house. She is strict even on herself, rejecting such things as modern-day amusements and frivolity. Because of her prideful and strong-willed nature, many find her difficult to approach.

Sensing a mysterious presence in her town, and determined to uphold the Tohno family name, she sets off into the night to investigate...

Main Weapon/Skill
Tohno family abilities. Other skills unknown.

Basic Info
Height: 160cm
Weight: 45kg
Blood Type: A
Birthday: September 22
Voiced by: Shino Shimoji

Hisui

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.

Main Weapon/Skill
Duster, Frying Pan, Ladle, Spatula, Furniture

Basic Info
Height: 156cm
Weight: 43kg
Blood Type: B
Birthday: March 12
Voiced by: Kana Ichinose

Kohaku

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
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: Yuuki Kuwahara

Hisui & Kohaku

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

Kouma Kishima

Masterwork of the Kishima clan, bother merciful and relentless
Head of the Kishima clan, a branch of the Tohno family. He is half demon. Even among mixed-bloods, his demon blood is strong, making him only barely human.

Under the orders of Makihisa, previous head of the Tohno family, he participated in the extermination of the Nanaya clan and killed Kiri, Shiki's real father. As a result, Shiki sees Kouma as an embodiment of death.

Usually very quiet, he chooses to live as a hermit in a remote area of the mountains where he seeks to achieve spiritual enlightenment. Because of this, he often speaks of worldly ties and spirituality.

His demeanor in battle, however, reflects his innate strength and demon blood. His ability to use Scorching Heat means those in his way are often burned to ash.

Main Weapon/Skill
Unicorn, Crushing Arm, Flame Prison

Basic Info
Height: 175cm
Weight: 80kg
Blood Type: A
Birthday: October (exact date unknown)
Voiced by: Daiki Hamano

Noel

Irresistibly beautiful teacher by day, cold-blooded slayer of Dead Apostles by night
She recently transferred to Shiki's school as a new teacher. She is an executor for the Holy Church and Ciel's partner.

She may not have the battle experience Ciel does, but she's prepared to fight. Whenever faced with a weak opponent, she shows no mercy, claiming to be “weak against the strong, but overwhelmingly strong against the weak".

At school, she exploits her appeal as an older woman to gain popularity with the boys. The girls, however, don't seem to like her.
Judging from the way she idolizes love and marriage, it's safe to say she doesn't have much luck with either.

Main Weapon/Skill
Halberd, Black Keys

Basic Info
Height: 169cm
Weight: 59kg
Blood Type: B
Birthday: December 25
Voiced by: Ai Kayano

Vlov Arkhangel

A new Ancestor, recently arrived from the frozen seas of the north
One of the Twenty-seven Dead Apostle Ancestors.
He killed the previous Dead Apostle Ancestor head in order to take his place. However, due to the remote location of the family, his recent position is not widely known.

Vlov is already starves of warmth and must feed on blood for heat, which he can then consume in order to create flames.
His true talent is his ability to lower the temperature around him to absolute zero.

In battle, he can switch from Flame Mode to Ice Mode when in danger.
In this mode, Vlov's abilities expand exponentially,

granting him nearly unrivaled strength.

Main Weapon/Skill
Hunting Knife, Flame Arm, Flame River, Ice Spear, Glacier, Blizzard, Steel Pike

Basic Info
Height: 188cm
Weight: 79kg
Blood Type: n/a
Birthday: May (exact date unknown)
Voiced by: Kenjiro Tsuda

Michael Roa Valdamjong

Dead Apostle who manipulates lightning and chases eternity
A vampire seen as outside the 27 Dead Apostle Ancestors, known as the "Serpent of Akasha" or the "Infinite Reincarnator".
He developed a technique that allows his soul to attach itself to a baby with innate talent after he dies. Currently, he resides within the body of the original Shiki Tohno, Akiha's real brother.

Roa was originally a priest of the Holy Church, delving deeply into its secrets over the years. He eventually chose to become a Dead Apostle to continue his search for immortality. After tricking Arcueid into drinking his blood, he gained a portion of her power and fled.
His cycle of death and rebirth has continued for the past 800 years.

Main Weapon/Skill
Lightning

Basic Info *Height, weight, and birthday are those of current host Shiki Tohno
Height: 178cm
Weight: 65kg
Blood Type: n/a
Birthday: September 29th
Voiced by: Yohei Azakami

Miyako Arima

Young girl training to be a bajiquan master
The eldest daughter of the Arima branch family, which took Shiki in as a child. Currently in fifth grade, she sees herself as Shiki's other sister. Her feelings are easy to see as she always wears her heart on her sleeve.

She unabashedly adores her kind, quiet older "brother",
but whenever he is near, she becomes so nervous she can barely speak.
This continued for many years until Shiki was suddenly called back to the Tohno family, Miyako did not take the news well, but a chance meeting with a mysterious being will change her fate forever.

She learned bajiquan by oberseving others in her family's dojo, though it now sits unused. Although she was nowhere near the skill level of a true martial artist, her abilities quickly flourish in the ensuing battles.
Her destructive powers make it hard to believe she is only 11 years old.

Main Weapon/Skill
Bajiquan (self-taught)

Basic Info *Height, weight, and birthday are those of current host Shiki Tohno
Height: 131cm
Weight: 35kg
Blood Type: O
Birthday: May 4th
Voiced by: Hisako Kanemoto

Red Arcueid

Princess of the True Ancestors, devoid of all reason and emotion
After being killed a second time by Shiki, she is eventually revived,
but her vampiric impulses and overwhelming desires have taken over.
Driven by instinct, she arrives in a lowly human city in search of Shiki to exact her revenge.

Controlled by pure emotion, her actions and words are quite dangerous, but her underlying personality remains mostly unchanged.
The only big difference is her increased selfishness and changed attitude toward humans. Main Weapon/Skill
True Ancestor Strength, Claw-Based Slashes, Shock Waves, Marble Phantasm

Basic Info *Height, weight, and birthday are those of current host Shiki Tohno
Height: 167cm
Weight: 52kg
Blood Type: n/a
Birthday: December 25th (according to her)
Voiced by: Ikumi Hasegawa

Saber

Summoned from a parallel world, the "King of Knights" should not even be here
Real name: Altria Pendragon
A knight with braided blond hair, shining blue and silver armor, and a somewhat cold attitude. She is well-known from the legends of King Arthur, wielder of the holy sword Excalibur who founded the Knights of the Round Table.
(King Arthur is believed to be a man because she lied about her gender when she was alive.)

After her death, she was sent to the Throne of Heroic Spirits, becoming a "servant". Somehow, she has appeared in this world without the use of a summoning ritual.
She now searches Souya for answers to this mystery.

Her innate magical powers have boosted her physical abilities to many times higher than normal. She also possesses a sheath that can conceal her sword with invisible Air, and Excalibur, the Promised Blade, which can focus her magic into a deadly slash of light.

Main Weapon/Skill
Holy sword (Excalibur)

Basic Info *Height, weight, and birthday are those of current host Shiki Tohno
Height: 154cm
Weight: 42kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Ayako Kawasumi

Story & Profile

A lovely girl who hides her daytime self in the darkness

A butterfly in a rose garden who hunts her prey like a wolf in the night

A certain executor who has become a dead apostle.
She appears as a girl at her most lovely, who has acquired skills that surpass a normal human's as a dead apostle, giving her the Mystic Eyes of Roses.

She is able to forcefully remove the soul of her target and lock them away in her Mystic Eyes, where they experience an unending nightmare.
Not only that, but she is also able to manipulate a large number of spears (bells) in a battle style evocative of a dancing butterfly.

But what did she want so desperately to accomplish that she was willing to become a vampire? The sight of her as she laments her weakness, seeks strength, and enthusiastically drowns herself in the power she gains is somewhat melancholic...


Main Weapon/Skill
Mystic Eyes of Roses, spears, pike

Basic Info
Height: 143cm
Weight: 35kg
Blood Type: n/a
Birthday: December 25th
Voiced by: Ai Kayano

Story & Profile

Successor to the Fifth Magician, The Magic Gunner

One of only five magicians who exist in the world.
Successor to the Fifth Magician. Overall, she is not considered a skilled magician. However, when it comes to "Destructive" power, she is unrivaled in her talents. The sight of her raining down bullets like hot geysers has also given her the direct, yet rather tasteless nickname, "Magic Gunner".
Who she learned it from is unknown, but she is also familiar with martial arts, and has a battle style that could be considered a hybrid of those martial arts and magic.

She encountered Shiki on her travels. She gives him glasses that suppress his Mystic Eyes, and teaches him the value of living things and how to handle things.
For that reason, Shiki respects her and calls her his teacher.
She's a difficult person to pin down. She believes in justice, is unreliable, and a vagabond.

In this story, she has been hired to look into what Roa is researching and experimenting on by a certain person in a position of power, and is trying to seek out and infiltrate the research facilities...


Main Weapon/Skill
High Speed Incantation, Magic Blue, Martial Arts

Basic Info
Height: 160cm
Weight: 50kg
Blood Type: A
Birthday: July 7
Voiced by: Haruka Tomatsu

Story & Profile

The embodiment of the true nature of the Burial Agency; a demon-killing executioner

Ciel, outfitted to face Dead Apostles of the Twenty-Seven Ancestors class, using the conceptual weapon "Seventh Holy Scripture" broken down into individual causes of death.

She makes constant use of the "Seventh Holy Scripture," a millennium-class holy relic. While it drains an enormous amount of magical energy, it is a viable battle style for Ciel, who has the magical power of a hundred magi.

Her main attacks often use weaponry, in the style of "Blade," "Blade," and "Break," and her heavy armament features both brute force and magical enhancements.

Perhaps due to her specialization in destroying heretics,
she is even more cold and unforgiving than usual.
With the incredible firepower of the Seventh Holy Scripture and Idea Blood, Ciel is unrelenting, destroying her enemies down to their very souls.

Main Weapon/Skill
Seventh Holy Scripture, Idea Blood

Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo

Story & Profile

A young Acting Prelate of the Holy Church, also known as "the Puppeteer"

An acting Prelate of the church.
A pretty boy with blonde hair and fair skin, Mario tends to dress casually.
Although he may not appear so, he holds a position of great responsibility while still in his early teens.

He detests the inept and indolent, and often lashes out verbally,
but he is also a compassionate, dutiful person at his core.
His talents in assessing character and abilities, his skillful balancing of hard and soft power, his leadership and ability to use resources to controll the game, and his fighting style using a Piano Machine to control nuns like marionettes, have all earned him the nickname "Mario the Puppeteer."

He aims to pass judgement on the Dead Apostle that appeared in Souya... At least on the surface. He has another goal in secret from the church, getting more information on certain "research."

Main Weapon/Skill
Piano Machine

Basic Info
Height: 150cm
Weight: 45kg
Blood Type: AB
Birthday: August 3rd
Voiced by: Ayane Sakura

Story & Profile

Lumi-Arc, a cat awakened to the new power of "Rek:make" descends on Souya!

A mysterious creature that is a cat, yet also is not.
She looks a bit similar to Arcueid, but no one knows if she has any connection to the real Arcueid.

She sometimes appears in the mortal world as a sort of personal pastime.
She doesn't get along with Miyako's spirit realm, claiming she views it with rivalry, and vanished with the unsettling words "The Cat Strikes Back!"

But none of that has any bearing on the current situation.
Now, she has appeared on the fighting stage again in an invasion of the Melty Blood universe, accompanied by powerful characters from parallel worlds, drawn inevitably by her destiny.

A playful cat that abides by no rules, regardless of what anyone has to say about it. Souya's destiny, and that of the entire Melty Blood universe...

Main Weapon/Skill
Wandering Punch, True Ancestor Beam

Basic Info
Height: 60cm
Weight: 7kg
Blood Type: Calico
Birthday: April 1st
Voiced by...
Neco Arc: Ikumi Hasegawa
Neco Ciel: Kaede Hondo
Neco Akiha: Shino Shimoji
Neco Hisui: Kana Ichinose
Neco Kohaku: Yuuki Kuwahara

Story & Profile

A pure hearted Demi-servant who encountered an unknown U.M.A. by chance on a journey to restore humanity

A girl summoned from a parallel world. A member of the Security Organization for the Preservation of Humanity, Finis Chaldea, Mash is a being known as a demi-servant: a successful fusion of a human body with a Heroic Spirit. Her Servant Class is Shielder. Her role is to jump to the point in spacetime of a problem in human history and resolve it, using the technology known as Rayshift.

Her hairstyle covering one eye is a key part of her fashion style, she also has a cute face, forthright personality, and honest, trusting character.
Mash has learned about concepts like good and evil, and the purpose and significance of human life over the journey toward restoring humanity.

In combat, she is excellent on defense and agile, using an immense shield much larger than she is. She also has strikes and throws using her shield, as well as techniques like kicks that launch her entire body from her shield.

In this title, the error of unknown origins during Rayshifting brings her to an unintended destination, into a next of mysterious creatures in a world she knows nothing about.

Main Weapon/Skill
Round Table Shield, Noble Phantasm: Lord Camelot

Basic Info
Height: 158cm
Weight: 46kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Rie Takahashi

Story & Profile

Charismatic and with flawless beauty, Ushiwakamaru runs free in the city of the future

The youthful form of the swordsman who later stunned the world as Minamoto no Yoshitsune.
Her Servant Class is Rider.

Training to become a samurai at a young age, she met the onmyoji Kiichi Hougen and was granted the arts of war. With the arts of war added to her natural physical abilities and skill with the blade, she grew into a peerless wrrior.
However, this caused her elder brother, Minamoto no Yorimoto, to distrust her and her life came to a tragic end alongside her retainer Benkei.

In battle, Ushiwakamaru dashes about with few restrictions, making dazzling use of her versailitiy. However, in some situations she is prone to saying "It all ends if the enemy general falls." forcing her master and mash to dash after her.

Once she was summoned as a Heroic Spirit, the focus of her interest has been in the Japan of the 21st century, instead of Chaldea. And then, before her stood a tiny, half-human, half-cat, creature with mysterious origins... It is the opening of a new chapter of The Wandering Tale of Shana-oh.

Main Weapon/Skill
Katana (Name: Usumidori), Noble Phantasm: Dan-No-Ura Eight-Boat Leap

Basic Info
Height: 168cm
Weight: 55kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Saori Hayami

Story & Profile

The Eternal Spirit of Vengeance, from the edge of love and hate

Real Name: Edmond Dantès
Shrouded with wrathful, blue-black flames, the Count of Monte Cristo himself is the most reknowned "Avenger" in the world. His wrath and vengeance are directed toward "irrationality and malice," and never toward innocent people.

Rising to the position of Heroic Spirit after his death, mixed in with the events of his eponymous story, he entered the world as an extra-class Avenger.
He acknowledged Chaldea as master, saying "While commonplace, you crush the machinations of evil." and forged a contract. Subsequently, he took root in the depths of his master's spirit as a co-conspirator in deceiving and scorning the irrationality of this world, and played a role in shielding that spirit from malice.

With the spiritual strength and quickness of thought honed at Château d'If where he was once sealed, he is skilled in incredibly quick unarmed combat using superhuman physical abilities, as well as his all-consuming black flames.

Intent on saving a certain person, the world he beholds upon arriving in Souya is...

Main Weapon/Skill
High-Speed Unarmed Combat, Black Flames, Noble Phantasm: Enfer Château d'If

Basic Info
Height: 185cm
Weight: 75kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Nobunaga Shimazaki


Aoko Specials Mockup

Browning Starmine
236+A
MBTL Aoko 236A.png
236A
MBTL Aoko 236A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -4 -
  • Aoko fires a short-ranged finger laser.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Not the worst idea to stagger with on a cornered opponent to force a response and see how they react.
236+A>X
MBTL Aoko 236AX.png
236A~X
MBTL Aoko 236AX hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LHA -CH-, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
14 3 28 44 -6 -
  • Aoko steps forward slightly and fires a laser similar to the first shot from 236A.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Hits lower than the first strike of 236A, you may have to delay this followup in some routes for it to fully connect.
236+A>X>X
MBTL Aoko 236AXX.png
236A~X~X
MBTL Aoko 236AXXX be.png
236A~X~[X]
MBTL Aoko 236AXX hb.png
MBTL Aoko 236AXXX be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1100 LHA -EX-, -MD- L, WB - -
First Active Active Recovery Overall Advantage Invul
21 9 29 58 -11 -
  • Full-screen laser shot.
  • Causes wallbounce in the corner.

Has merit in specific max damage corner routes over 236A~X~[X]. Can link 5A if there isn't too much HSD and you delay long enough for them to be in position for it.

Damage Guard Cancel Property Cost Attribute
380*5 (1446) LHA -EX-, -MD- L, WB+ - -
First Active Active Recovery Overall Advantage Invul
36 15 24 74 0 -
  • Charged version of 236A~X~X. Hits multiple times.
  • Causes wallbounce in the corner.
A primary source of corner damage that connects seamlessly at low hitstun decay and prorates a ton. Try not to delay this at all after 236A~X.
236+B
MBTL Aoko 236B.png
236B
MBTL Aoko 236B be.png
236[B]
MBTL Aoko 236B hb.png
MBTL Aoko 236B be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*3 (1220) LHA -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
26 9 15 49 +9 -
  • A slower laser shot that reaches full screen.
  • Launches the opponent.
  • Can be low profiled.

Zoning tool that sees occasional use as a pressure reset due to being +9.

Damage Guard Cancel Property Cost Attribute
500*5 (1795) LHA -EX-, -MD- L, WB+ - -
First Active Active Recovery Overall Advantage Invul
43 18 12 72 +21 -
  • Charged version of 236B.
  • Causes wallbounce at the corner.
236+C
MBTL Aoko 236C.png
236C
MBTL Aoko 236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
630*5 (2203) LHA MD L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+14 36 0 53 +23 -
  • Aoko sets up an array of magic circles to fire multiple lasers.
  • Aoko's most damaging EX move in isolation.
  • Can truestring using 236A > 236C to maintain pressure.
Versatile EX move for converting awkward 22A/2BC hits, making 6BC advantageous so you don't die if it's blocked, as the 2nd EX in 2-bar round enders, and for maximizing chip damage during heat/blood heat. Also sees use as one of the two primary knockdowns she uses for her crossup break setups.
Browning Starmine
6+B+C
MBTL Aoko 6BC.png
Simultaneously one of her best & worst specials.
MBTL Aoko 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA EX, MD L, WB - -
First Active Active Recovery Overall Advantage Invul
17 9 36 61 -18 Clash 1-11 (MD)
  • Basically a standalone version of 236A~A~X.

Good news, this is unreactable, even from fullscreen! Bad news, if they block this at all the frame advantage is so bad some characters can punish you from fullscreen. Worse news, if they shield this from fullscreen the entire cast except for Shiki, Akiha, Mario, Neco-Arc, and ironically enough Aoko herself, get a combo of some kind /w resource.

That said, this is mainly a hail mary in neutral and occasional fullscreen frametrap tool. You should always EX cancel it into 236C for frame advantage on block and a combo extension on hit, otherwise your turn is over from anywhere on the screen. Since this starts up in 20f from fullscreen and 236C is +23, you can choose to loop 6BC > 236C when in Heat/Blood heat for fairly good chip damage. 6BC > 236C is also a high damage starter you can choose to cash out on with MD to close out a round.
I'll trip you up!/I'll send you flying!
I'll trip you up!
623+A
MBTL Aoko 623A.png
623A
MBTL Aoko 623A hb.png
A version's hitbox is different from 6CCCC's... but only slightly.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 L -EX-, -MD- L, SK - -
First Active Active Recovery Overall Advantage Invul
17 9 12 37 -4 5-15 Low Crush, 16 Throw
  • Aoko does a low hop into a sweeping kick.
  • Travels quite far with a lot of active frames but jumps up before the kick which means it's not a very good low profile.
Without a doubt Aoko's most important & versatile special for combos. You should always be able to fit at least one in a combo. It's VERY active and a vast majority of her routes require it to hit a little bit meaty if you want to convert.
I'll send you flying!
623+B/C
MBTL Aoko 623B.png
623B
MBTL Aoko 623BX.png
B Followup
MBTL Aoko 623C.png
Her reversal
MBTL Aoko 623B 1 hb.png
B version's first active frames.
MBTL Aoko 623B 2 hb.png
B version's last active frames.
MBTL Aoko 623BX hb.png
MBTL Aoko 623C 1 hb.png
C version looks like B version, except massive.
MBTL Aoko 623C 2 hb.png
Followup is only performed on hit.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440, 836 (1200) H -CH-, -EX-, -MD- GB - -
First Active Active Recovery Overall Advantage Invul
18 3 (7) 7 14 48 -4 6-35 Low Crush
  • Aoko does a jumping overhead axe kick.
  • Hits grounded opponents on frame 29.
  • Hits jumping opponents on frame 19.
  • Will groundbounce an opponent in the air.

Versatile in its own right, it's often used as combo filler for routes such as Shield-A, sideswap routes, or the 2A crossup protection break route. Can also see some use as a hail mary overhead to check the opponent, which can then be cancelled into j.214C for plus frames if blocked. Sometimes used as a combo ender going straight into j.214C if the hitstun decay is low enough to enable her best crossup breaks.

Additionally it makes for an okay anti-air thanks to its fast startup and air unblockable properties. This also makes it an excellent reset tool after 6CCC~C and 623A if you know you're going to drop but are unwilling to give up the combo.

Damage Guard Cancel Property Cost Attribute
800 LHA -EX-, -MD-, (J) L - -
First Active Active Recovery Overall Advantage Invul
12 4 X + 8L - -11~-12 -
  • A somersault followup to 623B.
  • If this input is delayed it's possible to pick up and get meterless conversions for further corner carry.
  • With meter, can get conversions by using 236C or j.214C.

623B~B is primarily used as a combo ender going into j.236C for a hard knockdown, but if you hit a raw 623B you can use it to score a full conversion by linking 2B afterward.

Damage Guard Cancel Property Cost Attribute
160 * 3, 836, 800 (1936) LH (MD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+2 12 (6) 3 24 50 -10 1-17 All
  • A supercharged, invulnerable version of 623B that travels farther and automatically does the followup on hit.
  • Gives a long knockdown on hit, which can buy time to set up orbs.
  • Listed frame advantage is on block (punishable).
Her dp. Fast up close, travels really far horizontally, and AUB to boot. The crazy horizontal movement happens somewhere around frame 20 - frame 24 so not actually that good as an AUB tool but it's still worth mentioning.
3+B+C
MBTL Aoko 3BC.png
MBTL Aoko 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 HA EX, MD, J L, GB - -
First Active Active Recovery Overall Advantage Invul
27 6 12 44 -1 Clash 1-11 (MD)
  • A faster version of 623B with no followup allowed.
  • Unlike 623B, the first hit only works during combos.
  • Jump-cancelable on contact.
Floating Starmine
Floating Starmine
"Proximity Orb"
214+A/B
MBTL Aoko 214A.png
Proximity Orb
MBTL Aoko 214C.png
EX
MBTL Aoko 214A hb.png
MBTL Aoko 214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
26 (30) 5 - 38 +16 -
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
26 (30) 5 - 38 +16 -
  • Startup data refers to the time it takes the orb's trigger box to come out, orb spawns on f11, trigger box activates on f26, orb's actual explosion has 5f startup once triggered.
  • Orb fizzles out on f348.
  • Aoko puts her hand forward and an orb floats out. After its initial startup, it will detonate automatically when an opponent gets too close to it.
  • Up to 2 orbs from 214A/B are allowed on screen at the same time; repeating the command for an orb you've already set will destroy it and replace it with an orb at your current position.
  • Any orbs made by 214A will be replaced if you use j.214A. Similarly, any orbs made by 214B will be replaced by j.214B.
  • Holding the attack button during the initial input will move the orb forward until you stop holding the button.
  • If Aoko is hit, then any deployed orbs disappear. They also disappear on their own after a period of time or if they are hit by attacks.
  • One of her main oki and space control tools.
Damage Guard Cancel Property Cost Attribute
550*4 (1886) LHA (MD/AD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+4 (4+9) 5 - 31 +14 -
  • Aoko sets out a large orb that does multiple hits when it detonates. Unlike 214A/B, it will detonate near instantly if the opponent is close enough during startup.
  • This move is pretty similar to the A and B orbs; C can be held to move it forward, it disappears when Aoko is hit or after it's been deployed for a while, and using 214C or j.214C when a 214C or j.214C orb is already out will delete the old 214C/j.214C orb and replace it with a new one.
  • However, 214C's orb counts as a separate orb from 214A/B and j.214A/B orbs, so it can be used even if you have one or both of those orbs out already.
4+B+C
MBTL Aoko 4BC.png
Affectionately known as the "UFO Orb"
MBTL Aoko 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA MD, AD - - -
First Active Active Recovery Overall Advantage Invul
14 (18) 5 - 41 +1 (min) Clash 1-10 (MD)
  • Sends a 214A and a 214B orb forward in opposing sine wave motions. Will replace any existing A/B proximity orbs on the screen.
  • The bottom orb counts as an A orb and the top orb counts as a B orb. Using any version of 214A or 214B will replace the corresponding 4BC orb.

Floating Starmine (NE)

Floating Starmine
"Negative Edge Orb"
421+X
MBTL Aoko 421X.png
C version is not an EX move
MBTL Aoko 421X hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
18 (23) [24] + 8 4 - 50 (47) [44] 0 (+8) [+12] {+24} -
  • Data listed is for A (B) [C] orb respectively. Frame advantage is for the fastest pop of A (B) and [C], followed by the {+24} you get from any stray orb pop. Startup listed refers to the time it takes to put the orb on the screen; the earliest detonation is 8 frames afterwards.
  • Aoko points and sets out an orb that will move to a fixed position and then automatically detonate.
  • The strength of the button used determines how far away from Aoko the orb appears. A doesn't move and is right at her fingertip, while B travels a bit farther than an unheld 214A/B and C is almost halfscreen at max range.
  • When any attack button is being held before a 421X orb detonates, the orb's detonation is paused until no attack buttons are being held down. You can, for example, do 421[A], then 421B without holding B, and keep both orbs from detonating as long as you hold A the whole time. You can also switch which button you're holding as long as you don't release all of them in-between switching.
  • 214X/j.214X orbs DO NOT OVERLAP WITH 421X orbs. This means you can set orbs with 214X or j.214X and then set 421X orbs as you see fit. However, only 2 orbs from 421X are allowed on screen at the same time. If you try to set a third 421X orb, you will get the 214X version of whatever 421X orb you're trying to set.
  • Another critical part of Aoko's oki and space control kit.
1+B+C
MBTL Aoko 1BC.png
1BC: same positions as B and C orb
MBTL Aoko 1BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA - - - -
First Active Active Recovery Overall Advantage Invul
24, 28 + 8 (32, 36) 4 - 34 +22/+26 (min) Clash 1-11 (MD)
  • Sets two 421X orbs out at once.
  • Much like regular 421X, you can hold any attacking button to keep these orbs from detonating.
  • Although these are negative edge orbs, these can be broken if hit by the opponent's attacks.
Floating Starmine (air)
Floating Starmine (air)
Aerial 214+X
MBTL Aoko j214A.png
Air proximity orbs
MBTL Aoko j214C.png
MBTL Aoko j214A hb.png
MBTL Aoko j214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
25 + 5 5 6L - - -
Damage Guard Cancel Property Cost Attribute
900 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
25 + 5 5 6L - - -
  • An aerial version of 214A/B, where Aoko sets an orb in midair and then falls to the ground.
  • Very loose height restriction, so when the input is tiger kneed, Aoko will set the orb extremely close to the ground.
  • After the orb is set, Aoko will fall forward if she was moving forward before setting the orb. Otherwise, she'll fall backward.
  • Pretty much all the same rules and restrictions from 214A/B apply here, except held inputs will instead give a charged version (listed below).
  • Any orbs made by j.214A will be replaced if you use 214A and vice versa. Similarly, Aoko may only have one orb from either 214B or j214B out at a time.
Damage Guard Cancel Property Cost Attribute
900 LHA -J-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
31 + 5 5 6L 36 - -
Damage Guard Cancel Property Cost Attribute
900 LHA -J-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
31 + 5 5 6L 36 - -
  • Charged versions of j.214A/B. Unlike the normal versions, Aoko will always move backward after setting a charged orb.
  • If Aoko has air actions remaining, she can jump-cancel after charged j.214A/B, though this doesn't work with TK'd versions as she lands too quickly for the jump cancel point.
Damage Guard Cancel Property Cost Attribute
550*4 (1886) LHA (MD) L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+3 (4+8) 5 6L - - -
  • Aoko sets out a big orb that hits multiple times, just like 214C.
  • Pretty much all the same rules and restrictions as 214C apply, minus being able to charge it with a held input (faster detonation, the orb is destroyed & replaced by using j.214C or 214C when an orb is out, etc.)
Aerial 4+B C
MBTL Aoko j4BC.png
j4BC
MBTL Aoko 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900*2 (1602) LHA -J-, MD - - -
First Active Active Recovery Overall Advantage Invul
28 (32) 5 - 30 - -
  • Sets two j.214X orbs out at the same time, one slightly below and in front of the other.
  • Using 214A or j.214A will replace the top orb, while using 214B or j.214B will replace the bottom orb.
  • Great setplay tool. Can be used immediately after knockdown for ambiguous left/right mix setups.
  • If buffered after rising j.A, it will stop your momentum allowing you to continue the combo on hit or sideswitch on block.
Blazing Starmine
Blazing Starmine
22+X
MBTL Aoko 22A.png
Anti air & safe pressure ender.
MBTL Aoko 22B.png
Pressure tool.
MBTL Aoko 22C.png
Mainly EX cancelled into on whiff for safety.
MBTL Aoko 22A Hitbox.png
22A, massive anti-air.
MBTL Aoko 22B Hitbox.png
22B, much smaller than 22A but fires 2 geysers.
MBTL Aoko 22C 1 hb.png
22C, initial hitbox is somewhat thin...
MBTL Aoko 22C 2 hb.png
But the hitbox expands outward from f9 to f14...
MBTL Aoko 22C 3 hb.png
Then flies forward from f15 to f23...
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 LHA J, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
10 6 19 34 -2 -
  • Aoko does a backward flipkick and shoots an upward laser from her initial position.
  • Jump-cancelable on hit only.

22A is gigantic, the hitbox pretty much matches what the visuals would imply, it's fairly active, and it covers a very important angle for melty so you should get familiar with confirming off it. Typically you convert off it in combos & off stray hits with SJ j.[C](1) > j.236A > ground normal, if you're super close just j.9 instead of SJ. Since you can't jump cancel on block, learning the SJ timing and always inputting it without hitconfirming is also a good strat. If you aren't confident in the SJ timing or otherwise got a really really high non-fatal hit, wait until you land and do 236C, you should be able to dash up and convert with 623A or 5B afterward.

Damage Guard Cancel Property Cost Attribute
(300*3 [846])x2 (1425) LHA J, -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
15 3,3 23 43 +2~+5 -
  • The B version fires multiple lasers from her initial position instead, each traveling a little farther forward.
  • Is +2 point blank but when cancelled from any normal it's +5.
  • Truestrings from C normals and rapid beat 2, while it leaves a 1F gap when cancelled from B normals, and a 4F gap when cancelled from A normals.
  • Jump-cancelable on hit only.

This sees much less use as an anti air due to the smaller hitbox and longer startup when compared to 2BC and 22A. It's instead used to end pressure in the corner at a safe distance to pester with 236A, 2BC, 6BC etc without getting hit by quick pokes like Tohno 2C or Roa 214A. Since it truestrings from Rapid Beat you can use this to correct any mistakes in pressure while maintaining some form of advantage.

Damage Guard Cancel Property Cost Attribute
(170*3)x6 [2006] LHA J, MD L, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+3 3,3,3,3,3,3 10 34 +9 ~ +18 -
  • Similar to the B version, but there are more lasers that cover more horizontal ground.
  • Jump-cancelable on hit only.

Probably Aoko's strangest EX move damage-wise. While it looks like it fires 7 pillars forward, it actually fires off 1 big hit that expands outwards for 6 frames, and then travels forward for 9 frames, with a new hit every 3 frames. Every instance of the hitbox hits 3 times... What all of this means is damage wise this move pretty much has a "sweet spot" where you will get all 6 hits and it becomes her 2nd most damaging EX move (With the highest minimum damage at 540 total, though the instances where this optimzation is possible are few to none), otherwise it's her least damaging one.

It's insanely fast so you'll see it used to net punishes at ranges where 2B won't hit (Blocked Shield-A when outside of 2B range, for example.) In combos, it's used when no other EX move will hit and you need emergency damage/hitstun at the end of a wack confirm, or to put out a hitbox when trying to make a whiffed special move safe, since it only has 3 frames less recovery than 214C but comes out in 6 frames to punish any commitments made before superflash. It also has some utility in corner routes, enabling you to place a 421X orb mid combo and still convert into 3C, enabling a 421X orb safejump which has some merit over the standard 1BC orb safejump.
2+B+C
MBTL Aoko 2BC.png
薙ぎ払え!
(Mow em' down!)
MBTL Aoko 22C 1 hb.png
A hitbox befitting a panic button...
MBTL Aoko 22C 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180*9 (1273) LHA EX, MD, (J) L - -
First Active Active Recovery Overall Advantage Invul
10 3,3,3 30 48 -2 Clash 1-7 (MD)
  • A faster version of 22B with the 3 initial hits of 22C for its hitboxes.
  • Jump cancellable only on hit.
The panic button. Massive, super fast without a motion input, comes out in 10 frames (9 in MD), has clash frames in MD, gives a bunch of meter on hit, is easy to confirm with sj j.[C]... Super versatile move, but don't be reckless with it. If it's shielded, you're super dead. If the opponent clashes with it and has MD, you're super dead. If you use it too much... Well, you'll run out of moon and are likely super dead.
Raining Starmine
Raining Starmine
Aerial 236+X
MBTL Aoko j236A.png
MBTL Aoko j236A hb.png
MBTL Aoko j236B hb.png
MBTL Aoko j236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
17 6 Until Landing+16 - ~-11(tk) ~+16(falling) -
  • Aoko fires a laser downward at a narrow angle while retaining momentum.

This is your main tool for converting air hits into a ground combo for damage, also adds fairly good damage in optimized punishes in combination with j.C or j.[C](1).

Damage Guard Cancel Property Cost Attribute
500*3 (1220) LHA -EX-, -MD- L - -
First Active Active Recovery Overall Advantage Invul
21 9 Until landing+12 - +9(tk) -
  • Aoko fires a beam diagonally downward while halting all momentum before recoiling back slightly.

A more specialized air version of 236B, this can be seen in some high damage corner routes as a tk. This move is really punishable on whiff without much reward on hit unless you have moon drive, but having negative edge orbs on the ground to cover your landing can make this move a real nuisance for some characters who lack a good answer to it. It can also be used to stall your air momentum when the opponent expects a landing j.B/C and you don't have air options left to bait with, but don't do this without MD to cover your whiff.

Damage Guard Cancel Property Cost Attribute
850*3 (1938) LHA MD L, GB, HK, AB - -
First Active Active Recovery Overall Advantage Invul
4+8 9 Until Landing+12 - +9(tk) -
  • A supercharged version of j.236B that causes a hard knockdown. Very useful as a combo ender from 623B~B, can also combo into it from any air normal.
Aerial 6+B+C
MBTL Aoko j6BC.png
MBTL Aoko j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1300 LHA EX, MD, -J- L, GB - -
First Active Active Recovery Overall Advantage Invul
18 9 12L 33 - -
  • Combines the speed of j.236A with the forced momentum change of j.236B, but allows for a jump cancel to keep yourself safe on whiff.

Assorted specials with this new format idea

Feroce
Feroce
236+A
MBTL Mario 236A.png
236A
MBTL Mario 236A 1 hb.png
236A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510*2 (963) LH - - - -
First Active Active Recovery Overall Advantage Invul
13 (min) 2 (10) 4 - 47 -2 (min) -
  • Nun is fully invincible until active.
  • when you are hit during the first 8 frames the nun will stop (verification needed)
  • The Nun will run until she is close enough to strike the opponent.
  • Air unblockable.

Arguably Mario's most important move, 236A allows Mario to be a constant nuisance almost anywhere on the screen. The Nun is fully intangible as she moves towards the opponent until she’s in striking distance, meaning she always has to be addressed. At fullscreen, 236A works as both a zoning and anti-zoning tool. Closer up, it works as a reversal and a get-off-me tool, among other things. Since the Nun will continue its command even if Mario is being attacked (after around 8 frames), 236A turns a lot of bad situations into trades with the opponent.

236A becomes much more of a threat when Mario gets 1 bar of meter, allowing him to combo 236A into 236C and convert into a full combo. This conversion can be done meterlessly if the opponent is in the corner, or if the opponent is hit towards Mario. With the new update, this move is now jump-cancelable which makes it to meterlessly convert from any range. Despite all of 236A’s upsides, it has a ton of whiff recovery and an opponent simply jumping over the Primary Nun can put Mario in danger. Plus, an opponent can hit the Nun once she becomes tangible and disable her for a while.
236+B
MBTL Mario 236B.png
236B
MBTL Mario 236B be.png
236[B], Will perform 236B and 236BB automatically
MBTL Mario 236B hb.png
236B
MBTL Mario 236BX 1 hb.png
236BX Hit 1
MBTL Mario 236BX 2 hb.png
236BX Hit 2
MBTL Mario 236BXX hb.png
236BXX
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LH - - - -
First Active Active Recovery Overall Advantage Invul
20 3 28 50 -4 -
  • Starts the Nun rekka.
  • Nun travels a fixed distance but will strike from her current position.
  • Air unblockable.
Damage Guard Cancel Property Cost Attribute
480*2 (916) LH - - - -
First Active Active Recovery Overall Advantage Invul
11 3 (12) 2 33 60 -6 -
  • Referred to as Feroce Pesante
  • Hits twice.
  • Extends the Nun rekka.
  • Air unblockable.
Damage Guard Cancel Property Cost Attribute
800 LH - - - -
First Active Active Recovery Overall Advantage Invul
20 (min) 2 - 55 -13 (min) -
  • Referred to as Feroce Morendo
  • Ends the Nun rekka.
  • Puts the Primary Nun behind the opponent.
  • Steals the corner.
  • Air unblockable.

The Nun rekka is also the most consistent way to put the Primary Nun behind the opponent, which makes it much harder for them to deal with her and means the Nun doesn't have to travel any distance to attack them. Even if the opponent tries rush Mario while the Nun is behind them, 236A will chase them back to Mario and attack the opponent from behind. With 1 bar Mario can also convert the rekka into a full combo with 236C from fullscreen, which will bring the opponent towards Mario and can lead to a sideswitch.

Damage Guard Cancel Property Cost Attribute
560*3 (1483) LH - - - -
First Active Active Recovery Overall Advantage Invul
40 3 (10) 3 (12) 2 - 58 +36 -
  • Does the first 2 Nun rekkas, separate from Mario.
  • Nun travels a fixed distance but will strike from her current position.
  • Air unblockable.
236+C
MBTL Mario 236C.png
236C
MBTL Mario 236C 1 hb.png
236C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560*3 (1483) LH - - - -
First Active Active Recovery Overall Advantage Invul
40 3 (10) 3 (12) 2 - 58 +36 -
  • Does the first 2 Nun rekkas, separate from Mario.
  • Nun travels a fixed distance but will strike from her current position.
  • Air unblockable.
6+B+C
MBTL Mario 6BC.png
236B but Mario moves forward with the nun
MBTL Mario 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*3 (1340) LH - - - -
First Active Active Recovery Overall Advantage Invul
14 3 (10) 3 (12) 2 31 79 -2 Clash 1-10 (MD)
Both Mario and the Primary Nun dash forwards, with the Primary Nun attacking with a series of slashes. This move starts from both Mario and the Primary Nun's current locations.
Dance - Corrente
Dance - Corrente
214+A
MBTL Mario 214A.png
214A - Somewhat quick projectile
MBTL Mario 214A be.png
214[A] - An added uppercut, combo fuel
MBTL Mario 214A hb.png
214A
MBTL Mario 214A be hb.png
214[A]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
11 ~ 27 2 - 40 -3 ~ +13 -
  • A Nun appears from the edge of the screen and does a punch.
  • Teleports in at a fixed distance in the corner, making it at least +6.

Combos after a fullscreen 236A for a knockdown.

Damage Guard Cancel Property Cost Attribute
780, 582 (1362) LHA - - - -
First Active Active Recovery Overall Advantage Invul
20~34 3 - 40 +8 ~ +22 -
  • A Nun appears and does a rush punch.
    • On hit, she'll add an uppercut.
Also combos after a fullscreen 236A, but won't knockdown as Special Bonus has already been used.
214+B
MBTL Mario 214B.png
214B - Shake my hand
MBTL Mario 214B be.png
214[B] - Throws 2 projectiles
MBTL Mario 214B hb.png
214B
MBTL Mario 214B be hb.png
214[B]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 LHA - - - -
First Active Active Recovery Overall Advantage Invul
44 - - 40 - -

A Nun appears at a set distance in front of the opponent on the ground and throws a curved sword in an arc aimed towards them.

Amazing tool for okizeme with the right knockdown, because you'll still be left plus after your recovery. Mixing up your oki with this covering you (throw, throw bait, shield bait, etc.) is a staple in locking down the opponent forever.

Damage Guard Cancel Property Cost Attribute
900*2 (1485) LHA - - - -
First Active Active Recovery Overall Advantage Invul
46 - - 45 - -
A Nun appears and throws two curved swords. Pretty much the same as the uncharged version, but in an oki scenario, the second sword won't hit the opponent if their back is to the corner. Instead, this sees use after certain midscreen knockdowns since you can push the opponent into the second one.
Dance - Corrente
214+C
MBTL Mario 214C.png
214C
MBTL Mario 214C 1 hb.png
214C hit 1
MBTL Mario 214C 2 hb.png
214C hit 2
MBTL Mario 214C 3 hb.png
214C hit 3
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450, 418, 387, 355, 328, 301 (2239) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+6 6 (16) 16 (6) 5 - 71 +12 -
  • A Nun appears and performs a short combo with her spear.
  • The spear nun appears in front of the opponent on the ground, no matter where Mario is on the screen.
  • The first hit can whiff if the opponent is in the air, however the second covers a lot of air space.
Somewhat the same as 4BC, but the Secondary Nun appears at the opponent's location and Mario is unable to act during the attack.
Dance - Corrente
4+B+C
MBTL Mario 4BC.png
Doesn't track the opponent's location this time
MBTL Mario 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
250, 300*5 (1474) LHA - - - -
First Active Active Recovery Overall Advantage Invul
16 6 (16) 16 (6) 5 - 40 +49(standing), +3(crouching) Clash 1-11 (MD)
  • Summons the spear Nun to perform a short combo.
  • The spear nun is summoned where Mario currently is, before rushing forward and performing the combo.
The Secondary Nun dashes forwards, spins a spear over her head and then slashes downwards. If the opponent is blocking this while crouching, the spinning part of the attack will whiff. This allows you to throw the opponent before the slash comes out, though the Secondary Nun stays on screen for so long after the attack that you aren't able to use 214A for okizeme after the throw.

A Comparison for Arguments' sake

Look What I Grew ♪
Look 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 22B.png
22[B]
MBTL Kohaku 22C.png
22C
Go Johnny! Hold down the Neutral!
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 pulls out a spinning, small pine-tree which swiftly flies off diagonally upwards at a high angle.

  • Preemptive projectile anti-air and combo/blockstring tool
  • Air blockable, but covers the airspace for a respectable amount of time
  • Tons of untech, allowing Kohaku to easily convert into a combo if it hits someone, counterhit or not.
  • Projectile properties make this move not clash with hitboxes, giving it application in beating out particularly annoying jump-ins, especially if they increase the hurtbox size of the opponent.
  • Too slow to be used as a reactive anti-air, typically thrown out as a hard read/with another plant setup on the ground to cover any run-ins.
  • When used close to the opponent in blockstrings, will also leave Kohaku plus. Particularly relevant in corner, when Kohaku can become +1 on block against crouching opponents by canceling into this move after a Rapid Beat series. If the opponent is standing, it is even more plus on block, depending on how many hits are blocked.
  • Vanishes if Kohaku is hit, but not if she is blocking something.
  • Can be situationally used for air unblockable setups with Moon Drive.
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 -
Damage Guard Cancel Property Cost Attribute
170*10 (1466) LHA - - - -
First Active Active Recovery Overall Advantage Invul
25/63 41 - 44 +88 -

Kohaku pulls out a potted tree which, after a small delay, starts spinning rapidly for a prolonged amount of time.

  • Both versions vanish when Kohaku is hit or techs a throw, but not if she is blocking.
  • Both versions may not be used while 22C, 2BC or one of the trees is active. There is also a short cooldown after the trees vanish in which you also may not place an additional plant down.

22B

  • The infamous okizeme tree - Kohaku's character defining move, and the one her gameplan revolves around.
  • After a humble 61 frames, the tree will start spinning for over a second, locking down a blocking opponent for up to 81 frames.
    • During this time, Kohaku is free to do whatever, trying to crack open the opponent's defense, typically either forcing the opponent to make risky wake-up options (such as shield) or force them to hold Kohaku's pressure in which she doesn't even need to worry about hitconfirming, as the tree will do it for her.
  • Hits up to 10 times.
  • Due to its slow speed, typically used after a hard knockdown (such as after a grounded throw or 236C), but also sees use as a risky pressure reset provided the opponent expects something else.
  • Allows for tons of creativity in setups and pressure, by for example delaying the tree so it doesn't hit meaty to sneak in a grab. The sky is the limit.
  • Care should be taken when hitting opponents that are being hit by the plant, as making them airborne (with, for example, a sweep like 2C) will likely result in the plant re-hitting them, resetting their untech time and making them recover sooner than anticipated, as they will be caught just pixels over the ground. Always wait until the plant is done hitting them before launching!
  • Causes additional combo proration, resulting in decreased combo damage.

22[B]

  • Charged version causes the tree to slightly take off and fly upwards in shallow angle, moving mostly horizontally.
  • Longer total duration, but the time the tree becomes active is only 2 frames slower.
  • Locks the opponent down on block for 1 additional hit, up to 88 frames, but will still only hit 10 times during a combo.
  • Its advancing nature makes this tree a surprisingly good tool in neutral once things have slowed down or as another way for Kohaku to oppress her opponent's wakeup with an additional option that will also catch backdashes from afar.
  • Use in corner is generally not recommended, as the tree will just swiftly fly off the screen and stop pressuring the opponent.
  • Does not have increased combo damage proration like the uncharged version, and will do significantly more damage as a combo starter.
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 pulls out Johnny, who after a significant delay spits out 4 fullscreen traveling fireball projectiles.

  • Neutral and fancy combo tool
  • On hit, fireballs cause a completely untechable launch which leads into a hard knockdown if they touch the ground.
  • On block, fireballs cause 24 frames of blockstun each, with a variable gap between each hit. (4F if they do nothing, 5F if they walk backwards, 1F if they are in the corner).
  • Sees use in neutral to force a reaction in MUs where the opponent cannot instantly punish it from full screen (e.g. Vlov).
  • In combos, grants Kohaku insane corner carry, but requires specific setups. Can also be used in niche corner steal crossup setups.
  • Kohaku can run towards her opponent to artifically increase the gap between the fireball hits, allowing for grimy tick-throws and other trickery.
  • Like other projectiles, Johnny will vanish when Kohaku is hit, but not if she is blocking.
  • Johnny may not be used while another Johnny, 2BC or one of the trees is active. There is also a short cooldown after Johnny vanishes in which you also may not place an additional plant down.
Look What I Grew ♪
Look What I Grew ♪
22+A
MBTL Kohaku 22A.png
22A
Go child! Hold down the Air!
MBTL Kohaku 22A 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 pulls out a spinning, small pine-tree which swiftly flies off diagonally upwards at a high angle.

  • Preemptive projectile anti-air and combo/blockstring tool
  • Air blockable, but covers the airspace for a respectable amount of time
  • Tons of untech, allowing Kohaku to easily convert into a combo if it hits someone, counterhit or not.
  • Projectile properties make this move not clash with hitboxes, giving it application in beating out particularly annoying jump-ins, especially if they increase the hurtbox size of the opponent.
  • Too slow to be used as a reactive anti-air, typically thrown out as a hard read/with another plant setup on the ground to cover any run-ins.
  • When used close to the opponent in blockstrings, will also leave Kohaku plus. Particularly relevant in corner, when Kohaku can become +1 on block against crouching opponents by canceling into this move after a Rapid Beat series. If the opponent is standing, it is even more plus on block, depending on how many hits are blocked.
  • Vanishes if Kohaku is hit, but not if she is blocking something.
  • Can be situationally used for air unblockable setups with Moon Drive.
22+B
MBTL Kohaku 22B.png
22B
Go child! Hold down the Oki!
MBTL Kohaku 22B.png
22[B]
Hitboxes Off
Hitboxes On
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 -
Damage Guard Cancel Property Cost Attribute
170*10 (1466) LHA - - - -
First Active Active Recovery Overall Advantage Invul
25/63 41 - 44 +88 -

Kohaku pulls out a potted tree which, after a small delay, starts spinning rapidly for a prolonged amount of time.

  • Both versions vanish when Kohaku is hit or techs a throw, but not if she is blocking.
  • Both versions may not be used while 22C, 2BC or one of the trees is active. There is also a short cooldown after the trees vanish in which you also may not place an additional plant down.

22B

  • The infamous okizeme tree - Kohaku's character defining move, and the one her gameplan revolves around.
  • After a humble 61 frames, the tree will start spinning for over a second, locking down a blocking opponent for up to 81 frames.
    • During this time, Kohaku is free to do whatever, trying to crack open the opponent's defense, typically either forcing the opponent to make risky wake-up options (such as shield) or force them to hold Kohaku's pressure in which she doesn't even need to worry about hitconfirming, as the tree will do it for her.
  • Hits up to 10 times.
  • Due to its slow speed, typically used after a hard knockdown (such as after a grounded throw or 236C), but also sees use as a risky pressure reset provided the opponent expects something else.
  • Allows for tons of creativity in setups and pressure, by for example delaying the tree so it doesn't hit meaty to sneak in a grab. The sky is the limit.
  • Care should be taken when hitting opponents that are being hit by the plant, as making them airborne (with, for example, a sweep like 2C) will likely result in the plant re-hitting them, resetting their untech time and making them recover sooner than anticipated, as they will be caught just pixels over the ground. Always wait until the plant is done hitting them before launching!
  • Causes additional combo proration, resulting in decreased combo damage.

22[B]

  • Charged version causes the tree to slightly take off and fly upwards in shallow angle, moving mostly horizontally.
  • Longer total duration, but the time the tree becomes active is only 2 frames slower.
  • Locks the opponent down on block for 1 additional hit, up to 88 frames, but will still only hit 10 times during a combo.
  • Its advancing nature makes this tree a surprisingly good tool in neutral once things have slowed down or as another way for Kohaku to oppress her opponent's wakeup with an additional option that will also catch backdashes from afar.
  • Use in corner is generally not recommended, as the tree will just swiftly fly off the screen and stop pressuring the opponent.
  • Does not have increased combo damage proration like the uncharged version, and will do significantly more damage as a combo starter.
22+C
MBTL Kohaku 22C.png
22C
Go Johnny! Hold down the Neutral!
MBTL Kohaku 22C hb.png
Hitboxes Off
Hitboxes On
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 pulls out Johnny, who after a significant delay spits out 4 fullscreen traveling fireball projectiles.

  • Neutral and fancy combo tool
  • On hit, fireballs cause a completely untechable launch which leads into a hard knockdown if they touch the ground.
  • On block, fireballs cause 24 frames of blockstun each, with a variable gap between each hit. (4F if they do nothing, 5F if they walk backwards, 1F if they are in the corner).
  • Sees use in neutral to force a reaction in MUs where the opponent cannot instantly punish it from full screen (e.g. Vlov).
  • In combos, grants Kohaku insane corner carry, but requires specific setups. Can also be used in niche corner steal crossup setups.
  • Kohaku can run towards her opponent to artifically increase the gap between the fireball hits, allowing for grimy tick-throws and other trickery.
  • Like other projectiles, Johnny will vanish when Kohaku is hit, but not if she is blocking.
  • Johnny may not be used while another Johnny, 2BC or one of the trees is active. There is also a short cooldown after Johnny vanishes in which you also may not place an additional plant down.
Look 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 puts out a cactus that performs a flurry of punches.

  • Unlike the other plant moves, this one has a hitbox as it comes out.
    • This hitbox hits overhead.
    • Combos started off this are heavily prorated
    • Overhead hitbox will only combo into the rest of the move if hit on crouching opponents
    • Can be used during blockstrings as a gimmicky overhead mixup or on oki to catch players expecting 22B off-guard. Do mind that it is extremely reactable due to the blue Moon Skill flash and hitting on frame 35 against crouching opponents, which means an attentive and knowledgeable opponent will easily shield and get a guaranteed punish.
  • Once the cactus becomes active, it will repeatedly punch the opponent while advancing forwards, though it won't cross through them unlike 22[B].
  • 11F Gap between the overhead and the flurry, 3F gap between the 6th and 7th punch.
  • Final punch launches opponent away on hit and wallslams in the corner.
  • ~101 frames of gapless blockstun in the corner.

timeless thunder needle is a wack move

Version 1

Timeless Thunder Needle
MBTL Roa 214A.png
214A
MBTL Roa 214BX.png
214B~X
MBTL Roa 214A hb.png
214A
MBTL Roa 214BX hb.png
214B~X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 24 38 -4 -
  • A horizontal lightning strike with great reach, making it a good tool for harassing the opponent at range in neutral.
  • Usual choice for special filler into EX.
  • Can be cancelled into 214A~X even on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 4 25 40 -6 -
  • Performs the A version as a follow-up to the B version.
    • Has slightly longer reach than 214A itself.
  • Mainly combo filler.
Timeless Thunder Needle
MBTL Roa 214AX.png
214A~X
MBTL Roa 214B.png
214B
MBTL Roa 214AX hb.png
214A~X
MBTL Roa 214B hb.png
214B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 3 28 41 -8 -
  • Performs the B version as a follow-up, letting you easily confirm the hit on reaction.
  • Can whiff if the 214A hit from far away.
  • Whiffs against opponents guarding up close.
  • Can potentially anti-air people jumping over 214A, but is prone to getting counterhit if they slip through its blindspots.
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 3 25 43 -5 -
  • A diagonal lightning strike with the potential to anti-air, but doing so on reaction is tricky at best.
  • Can be cancelled into 214B~X even on whiff.
Timeless Thunder Needle
MBTL Roa 214-B-.png
214[B] / 214A~[X]
MBTL Roa 214-B- hb.png
214[B] / 214A~[X]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380*3 (957) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
23 3 (1) 3 (1) 3 31 64 -17 ~ -9 -
  • Performs the charged B version as a followup.
  • Much worse on block than standalone 214[B].
  • Useful to add extra damage to low-end routes, but stops working fairly quickly into Roa's optimal routing.
Damage Guard Cancel Property Cost Attribute
480*3 (1185) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
24 3 (1) 3 (1) 3 20 55 -2 ~ +2 -
  • Releases multiple pillars of diagonal lightning.
  • A good tool for controlling space due to the long active frames, but it can be easily shielded on reaction if done predictably.
  • Amazing combo filler in the corner that leads to his highest damaging routes.
Timeless Thunder Needle
214+C
MBTL Roa 214C.png
214C
MBTL Roa 214C hb.png
214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*8 (2105) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+6 4(3)*8 - 33 +15 ~ +51 -
  • Similar to 214B, but now releases multiple lightning strikes in quick succession.
  • Very advantageous on block, letting you keep up your pressure if your initial string didn't pan out, or letting you quickly and safely get in or out when cancelled from 236A.
    • If done near point blank on a crouching opponent, later lightning strikes are prone to miss and could lead to significantly less advantage than expected.
  • Gives a full combo on hit, and can be used in combos to tack on extra damage before ending or using your Arc Drive.
  • Also useful for some AUB guard break set-ups, as while the opponent is stuck blocking it in the air, Roa can hit them with an air-unblockable move for free.
Timeless Thunder Needle
4+B+C
MBTL Roa 4BC.png
4BC
MBTL Roa 4BC hb.png
4BC
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480*3 (1309) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 26 47 -3 Clash 1-11 (MD)
  • A three-pronged lightning strike with amazing reach and great reward on hit.
  • Amazing neutral tool due to the large amount of space it covers. The vertical hitbox gets bigger the further away from Roa it gets.
  • Completely safe on block, and you can convert into a combo with meter fairly easily. This move will also combo in the corner without meter depending on how your opponent gets hit.


gap so i can scroll easier


Version 2

Timeless Thunder Needle
MBTL Roa 214A.png
214A
MBTL Roa 214AX.png
214A~X
MBTL Roa 214-B-.png
214A~[X]
MBTL Roa 214A hb.png
214A
MBTL Roa 214AX hb.png
214A~X
MBTL Roa 214AX be hb.png
214A~[X]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 24 38 -4 -
  • A horizontal lightning strike with great reach, making it a good tool for harassing the opponent at range in neutral.
  • Usual choice for special filler into EX.
  • Can be cancelled into 214A~X even on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 3 28 41 -8 -
  • Performs the B version as a follow-up, letting you easily confirm the hit on reaction.
  • Can whiff if the 214A hit from far away.
  • Whiffs against opponents guarding up close.
  • Can potentially anti-air people jumping over 214A, but is prone to getting counterhit if they slip through its blindspots.
Damage Guard Cancel Property Cost Attribute
380*3 (957) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
23 3 (1) 3 (1) 3 31 64 -17 ~ -9 -
  • Performs the charged B version as a followup.
  • Much worse on block than standalone 214[B].
  • Useful to add extra damage to low-end routes, but stops working fairly quickly into Roa's optimal routing.
Timeless Thunder Needle
MBTL Roa 214B.png
214B
MBTL Roa 214BX.png
214B~X
MBTL Roa 214-B-.png
214[B]
MBTL Roa 214B hb.png
214B
MBTL Roa 214BX hb.png
214B~X
MBTL Roa 214-B- hb.png
214[B]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 3 25 43 -5 -
  • A diagonal lightning strike with the potential to anti-air, but doing so on reaction is tricky at best.
  • Can be cancelled into 214B~X even on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 4 25 40 -6 -
  • Performs the A version as a follow-up to the B version.
  • Has slightly longer reach than 214A itself.
  • Mainly combo filler.
Damage Guard Cancel Property Cost Attribute
480*3 (1185) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
24 3 (1) 3 (1) 3 20 55 -2 ~ +2 -
  • Releases multiple pillars of diagonal lightning.
  • A good tool for controlling space due to the long active frames, but it can be easily shielded on reaction if done predictably.
  • Amazing combo filler in the corner that leads to his highest damaging routes.
Timeless Thunder Needle
214+C
MBTL Roa 214C.png
214C
MBTL Roa 214C hb.png
214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*8 (2105) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+6 4(3)*8 - 33 +15 ~ +51 -
  • Similar to 214B, but now releases multiple lightning strikes in quick succession.
  • Very advantageous on block, letting you keep up your pressure if your initial string didn't pan out, or letting you quickly and safely get in or out when cancelled from 236A.
    • If done near point blank on a crouching opponent, later lightning strikes are prone to miss and could lead to significantly less advantage than expected.
  • Gives a full combo on hit, and can be used in combos to tack on extra damage before ending or using your Arc Drive.
  • Also useful for some AUB guard break set-ups, as while the opponent is stuck blocking it in the air, Roa can hit them with an air-unblockable move for free.
Timeless Thunder Needle
4+B+C
MBTL Roa 4BC.png
4BC
MBTL Roa 4BC hb.png
4BC
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480*3 (1309) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 26 47 -3 Clash 1-11 (MD)
  • A three-pronged lightning strike with amazing reach and great reward on hit.
  • Amazing neutral tool due to the large amount of space it covers. The vertical hitbox gets bigger the further away from Roa it gets.
  • Completely safe on block, and you can convert into a combo with meter fairly easily. This move will also combo in the corner without meter depending on how your opponent gets hit.