Difference between revisions of "Melty Blood/Shiki Tohno/Half Moon"

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(Added some optimal meterless combo starters)
m (Added air throw and shield meterless combos)
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: 2B 5B 5C 5A(whiff)6AA 2A 2B 5BB(hold 8) j.BC j.BC AT
 
: 2B 5B 5C 5A(whiff)6AA 2A 2B 5BB(hold 8) j.BC j.BC AT
 
: Note, this is similar to optimal 5B starter, however doing 2B 5B makes 5A6AA link ok, but not the other way around.
 
: Note, this is similar to optimal 5B starter, however doing 2B 5B makes 5A6AA link ok, but not the other way around.
 +
 +
* Optimal midscreen raw AT combo '''2999 dmg'''
 +
: 2C 5BB(hold 8) j.CB j.BC AT
 +
 +
* Optimal corner raw AT combo '''3074 dmg'''
 +
: 2C 2B 5BB(hold 8) j.CB j.BC AT
 +
 +
* Optimal shield combo '''3012 dmg'''
 +
: 2C 2B 5BB(hold 8) j.BC j.BC AT
  
 
==Metered Combos==
 
==Metered Combos==

Revision as of 05:17, 20 January 2019

Why Play H-Tohno?

Although he was once among the strongest characters in the game, in MBAACC H-Tohno is usually considered on the weaker end of the character roster and by far the weakest of the three Shiki Tohnos. Players looking to explore H-Tohno will find a character with awkward, low-damage confirms unless he gets a clean jump-in or a point-blank hit in the corner with meter. H-Tohno loses many of C-Tohno's most powerful tools, including his grounded overhead 6[B], divekick specials, his ability to easily confirm off counterhit DPs, a powerful all-purpose j.[C], cancellable 236[B] dash, less comboable 214B, and many others. In exchange, he gains an unwieldy 6C that is difficult to integrate into combos and a decent but somewhat unimpressive 5A6AA series. His normals are overall less suited for neutral and space control than the other two Tohnos, and his special move suite is by far the most limited - even the moves he shares with C-Tohno are almost universally less-powerful versions. To compound this, his okizeme is extremely poor even if he sacrifices damage for knockdown.

So why play H-Tohno at all? There is one very important trait of H-Tohno that sets him apart from the other two Tohnos - his extreme speed. Crescent and especially Full Moon Tohno suffer tremendously from their heavy reliance on Tohno's dash to get in, since their airdashes are extremely poor for covering space quickly and their walkspeed is mediocre. Although Tohno excels in midrange footsie battles, when faced against characters that are strong at restricting grounded movement like Aoko or Nero, C-Tohno and F-Tohno can struggle immensely to get in and stay in. H-Tohno, on the other hand, is a speed demon, with one of the fastest horizontal airdashes in Melty Blood and a fantastic grounded walkspeed, while still retaining the infamously strong Tohno dash (actionable on frame 4!). His grounded normals move him forward to keep up the attack, and although he needs a clean hit to do decent damage, his corner damage is actually quite high if you have a keen eye for hit confirms.

In general, it is difficult to recommend H-Tohno to most players - if what you just read sounds appealing, any Nanaya moon is almost certainly going to be a better fit for your playstyle, especially H-Nanaya. However, if you're looking to master all three moons of Tohno for counterpick purposes or character loyalty, or just like the idea of playing an extremely fast character with good footsies and don't mind working hard for damage, H-Tohno can be a rewarding challenge. Almost any character in Melty Blood can win despite their shortcomings, and H-Tohno does have the fundamental tools to overcome any foe, so if playing a "bad" character doesn't deter you, let's get started!

Combos

Please always keep in mind that Melty Blood's combo system is very freeflow, especially in the Crescent Moon and Half Moon styles. Especially with a footsies-oriented character like Tohno, you will not always get the same kind of starters/strings for all of these combos, so remembering what normals you've already used in a given blockstring is important for figuring out how to confirm a stray hit.

In the corner, using 5B instead 5BB might be better if you want to have better oki options. In general, keeping the opponent lower in the air is a good idea for Tohno.

To follow the 5bb into air combo, use neutral jump to superjump after the opponent. 2B does not have very good range so a lot of the time you may be omitting it to go from 2A to 5C instead. Another thing good to mention - You want to delay 5BB superjump cancel combo as much as possible after you jump. This is so that you can lower your reverse penalty is much as possible (Also makes air throw easier to combo, since enemy will be lower).

Use super double jump with either 29 or pressing and releasing 9 during an air attack.

The aerial portion of all H-Tohno's combos often depends on your positioning and timing a lot, as well as the character you are against. j.BC(A) dj.BC will work on anyone off anything but often requires some delay or tweaked timing, wheras j.CB sdj.BC is usually easier from 5BB launches. j.BC sdj.CAB is the highest damage option and is generally used when the opponent is higher than you and you wish to bring them down for a lower airthrow.

Damages shown are against V.Sion.

Meterless Combos

  • Optimal 2A starter 4116 dmg
2AAA 5A6AA 2C 2B 5BB<Hold 8> j.BC j.ABC AT
  • Optimal 5A starter 4329 dmg
5AAA 5A6AA 2C 2B 5BB(hold 8) j.BC j.ABC AT
Note, this is pretty much the same combo as the optimal 2A starter, but deals more damage!
  • Optimal 5B starter 4960 dmg
5B 5C 5A(whiff)6AA 2A 2B 5BB(hold 8) j.BC <super dbl.jump> j.BC AT
  • Easier 5B starter (without super dbl.jump) 4824 dmg
5B 5C 5A(whiff)6AA 2A 5BB(hold 8) j.BC j.BC AT
  • Optimal 2B starter 5018 dmg
2B 5B 5C 5A(whiff)6AA 2A 2B 5BB(hold 8) j.BC j.BC AT
Note, this is similar to optimal 5B starter, however doing 2B 5B makes 5A6AA link ok, but not the other way around.
  • Optimal midscreen raw AT combo 2999 dmg
2C 5BB(hold 8) j.CB j.BC AT
  • Optimal corner raw AT combo 3074 dmg
2C 2B 5BB(hold 8) j.CB j.BC AT
  • Optimal shield combo 3012 dmg
2C 2B 5BB(hold 8) j.BC j.BC AT

Metered Combos

  • ...
...

Strategy

Half

Spacing

Pressure

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.
Melty Blood Actress Again Current Code
General FAQChangelistControlsGlossaryLinks
Characters

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
RoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarakiaWhite Len

System Information Getting StartedSystem and MechanicsAdvanced Mechanics