Melty Blood/Hisui & Kohaku
(Click here for the original Hisui & Kohaku page)
Hisui & Kohaku
Kohaku and Hisui team up to form one of Melty’s most powerful characters! Maids can be played with either Kohaku or Hisui on point, and they play very similarly to their solo incarnations, usually sacrificing a few specials or command normals in exchange for their partner’s assists. With more of a focus on dominating neutral and creating mixups with their assists while still retaining the setplay both characters are known for, Maids are Melty’s iconic “team” character. C-Maids are easily an “S” tier character, while F and H are significantly weaker but still interesting choices for people who may want to expand on the solo versions of Hisui and Kohaku.
One of Melty’s best characters, typically played with Kohaku lead. By sacrificing her command grab, molotov specials, and 6C, C-Kohaku (already an S-tier character in her own right) gains access to a very powerful Hisui assist, which adds huge opportunities for mixups and continuing pressure. Retains C-Kohaku’s phenomenal combo game, and she still has her plants as well for okizeme mixups that get even better with the addition of overhead Hisui assist. Pressure can feel infinite and inescapable. Hisui lead is less common but focuses significantly more on mixups and okizeme, trading off a fair amount of neutral control in the process (Kohaku assists are great okizeme tools to have but not nearly as dominant in neutral as Hisui assists).
H-Maids can largely be called an unexplored phase because you lose the reasons why you’d probably want to play either maid in Half. Kohaku suffers the least as she still has her 623C reversal, but she loses her command throw (which is now Hisui’s AD). Hisui loses her “throw stuff”, but also has a harder time leading into the oki where Kohaku is worthwhile (she pretty much has to forgo damage for the hard KD’s into it.) Both of them lose each other’s 214C summon from Crescent in lieu of gaining a 6AAA assist. As a person who doesn’t like to openly deter people from playing a character. Very uncommon.
Full Moon is, deceptively, the oddball. While the Maids, by themselves, are still playable in the solo/assist style commonly seen by Crescent, the mechanics of F-Maids will easily coax you into playing them as a team. This is, in short, caused by the sisters having a bond meter in this phase. While you can keep a sister out and recharge it, one of the common ways to recharge it is to just tag the other one. Both Maids lose all of their command normals (except the standard-issue Full Moon launcher, 3C), and they lose all of their specials except 22x (there’s a technical exception for Kohaku, it’s weird), and they gain the ability to either tell their other half to move, jump, or do a specific move. The point maid winds up being able to have their sister move and do one of 6 moves. With that, you’ll be able to create all sorts of nutty scenarios such as Hisui pinning people down with full charged chair FROM BEHIND, Kohaku doing corner pressure with a throne in front of her, Hisui pressure with a Cactus, and some more craziness. This is the kind of pair that a person who loves making a bag of tactics (gimmicks) would really enjoy. Unlike Melty’s other puppet/team characters who generally don’t have to worry too much about their partner outside of some pressure resets and combos, F-Maids is for players that really love the idea of playing two characters at the same time.
Statistics Hisui Lead
Statistics Kohaku Lead