Melty Blood/Shiki Tohno
(Click here for the original Shiki Tohno page)
Shiki is the main hero of Tsukihime and Akiha's older brother. Due to a traumatic event in his childhood and his bloodline as a demon hunter, at a very young age Shiki became able to see 'lines' superimposed on all things. When he traces these lines with a knife, the object is destroyed utterly. In Melty Blood, Shiki assists Sion in destroying the Night of Wallachia.
BGM: Wonderful Boy
This is a great character for players that want a big arsenal of tools for the neutral game. With his iconic and powerful 2C, amazing grounded dashes, low-profiling 214x specials, invincible DPs, generally great footsies and high defensive statistics, Shiki has a huge number of options at his disposal in almost any situation. Unlike his evil counterpart Nanaya, Shiki doesn't need to thread the needle and break his opponent's defenses in order to start working his game - indeed, oftentimes it's Shiki's opponent that is the one flustered by their inability to get in. With great defensive ability, respectable damage, good speed and great normals, Shiki is a complete package of everything Melty Blood has to offer. His biggest weakness in all three moons is his consistently mediocre okizeme game, where he must sacrifice big damage to get a workable hard knockdown, and overall his mixups are not especially tricky even by Melty Blood standards. In Crescent and Half Moon, his midscreen damage is also consistently quite poor even if he sacrifices okizeme completely and spends meter, though his corner damage remains high. Shiki is a great choice for players who want options in any scenario and who aren't afraid to play a highly adaptive neutral game to fluster their opponent into submission. He consistently ranks as a "high mid tier" character on every tier list and is generally considered a solid choice for players of all skill levels.
Crescent is the most popular style for Shiki, and for good reason. In this groove, he has the most tools for the neutral game, with multiple options to choose from in any scenario and good mobility to force favorable situations. With Crescent Moon's shield, Circuit Spark and a great DP, his defensive options are similarly top-notch. C-Tohno's pressure requires more unsafe resets compared to his other grooves, and in general he must take more risks on offense than average with limited reward midscreen, but overall he's well suited to most styles of play and easily the most versatile choice overall.
Half is Shiki's strongest rushdown and pressure orientated style. In this moon, he has a very long and fast airdash which allows him to get in easier, as well as a multitude of fast, forward moving, and neutral on block normals, making his close up pressure game a force to be reckoned with. However, Half has pathetically low average damage, and lacks a lot of variety that Crescent has, so this means that he can be a bit of a one trick pony. Overall, this moon is generally not recommended for most new Tohno players as it's typically considered an inferior version of Crescent, but H-Tohno is certainly not the worst character in Melty Blood and he has some unique tools that are certainly worth checking out.
F-Tohno is a different take on the Shiki formula. He has much higher average damage than the other two moons and the token strong plus frames that a typical Full Moon character receives, making his pressure game quite solid once he can start working his frame traps. His 236x specials are powerful space-controlling tools that many slower characters simply can't get past safely, and his air normals have all been changed into extremely powerful air-to-airs, ranking among the best in the game with huge rewards on hit. His forward dash is not nearly as strong as Crescent or Half, however, and he loses any kind of strong meterless reversal option, so his comeback ability is somewhat limited compared to the other Tohnos that have much more threatening defensive options and rushdown. Overall his gameplan is quite linear even by Tohno's standards, relying entirely on frame traps and anti-airs to start combos, though his options in those departments are some of the best in the business and he only needs a few fat combos to take down even the most resilient opponents.
No. 1 Default
No. 2 Gilgamesh (Fate/Stay Night)
No. 5 [Banana Shiki]
No. 9 Yosuke Hanamura (Persona 4)
No. 17 The Joker (DC Comics)
No. 23 Naruto Uzumaki