Melty Blood/Shiki Tohno/Full Moon

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Overview

Full Moon Shiki Tohno is a midrange endurance fighter with a strong defensive and intercept game. His playstyle focuses around choosing the right tool for the job, whether spacing with his dagger, intercepting with sliding and lunging attacks, or avoiding strikes with his invincible backdash. He can also use his large health pool (F.Shiki Tohno is among the hardiest fighters in the game.) and his high base damage to trade blows and outlast his opponent. For these strengths, F.Shiki Tohno lacks reliable aggression, pressure, or mixup tools.

Mechanically, compared to other fighters, F.Shiki Tohno's combos are some of the easiest yet most rewarding to perform.

Combos

All combos were tested on Sion Tatari (standing). All damage and meter gain calculations are thus based on such, unless otherwise specifically stated. If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:

  • A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling
  • j.A always adding more damage and meter in air combo finishers
  • j.B/C always adding more damage if used as starters, on top of more meter

There will be no EX/Arc Drive combos listed in this section, as they always lose out in terms of both meter and damage to the more optimal conversions for F-Tohno.

Beginner-Only Combos

(Damage and meter gain will not be calculated for this subsection due to intentionally being unoptimal conversions)

If you're starting with F-Tohno, chances are someone suggested you this character in order to get the hang of Melty Blood as a complete novice. Fortunately, F-Tohno is very easy to play and fundamentally rewarding on all levels of the game. If you're only starting out, you will not need to know anything else beyond these these two combos.

  • (2A(A(A)) >) 5B > 2B > 6B > (5C >) j.BC > dj.BC > AT
Staple beginner combo
  • (2A(A(A)) >) 5B > 2B > 5C > 623A > j.BC > dj.BC > AT
For when you don't launch with 6B

If you feel up to more optimized conversions, check out the remainder below.

Optimized Combos

Grounded Combos

  • 5B > 2B > 5C > 623B > IAD > j.C > land > 5B > 5C > j.BC > dj.BC > AT
5936 dmg, +93.6%
Advanced ground BnB. His best combo in that it's not only the most damaging, but also the most meter gaining, while being meterless.
If the IAD into j.C is too hard, refer to the version below.
  • 5B > 2B > 5C > 623B > j.C > land > j.BC > dj.BC > AT
5333 dmg, +77.4%
Unoptimized version of F-Tohno's best combo, but still good if you have execution troubles

Aerial Combos

  • 623A > (j.BC >) sdj.BC > AT
2600 dmg, +26.1
Basic conversion for 623A, since it is air unblockable
Depending on the height you may or may not be able to j.BC. Super doublejump should be done in either case.
  • CH.623A OR Shield Counter (5/2D > 236D) OR CH.j.A/B/C > land > 5B > 5C > j.BC > dj.BC > AT
4915 dmg, +62.1% (Calculated off of the j.C confirm)
Your go-to aerial counter-hit confirm
In spite of being extremely simplistic to pull off granted Tohno's combo-flexible moveset, this is actually by far his highest damaging confirm off of an aerial counter-hit (yes, for all those starters in particular.) You will not net more damage doing any other route

22C/Air Throw Starter

Note that all these numbers were calculated with 22C

  • 22C/Air Throw, 623A > j.BC > dj.BC > AT
2807 dmg, +43.2%
Basic but decent conversion off of a 22C starter
  • 22C/Air Throw, 5B > 5C > j.BC > dj.BC > AT
3526 dmg, +50.4%
Arguably the best conversion off of 22C for F-Tohno, perfect in-between execution viability and damage done. Timing of 5B link is tight, but consistently manageable
  • 22C/Air Throw, 2C > 623B > j.C > land > j.BC > dj.BC > AT
3535 dmg, +63.9%
Meterless, damage-optimized combo off of a 22C starter.
Do this only if you're a complete maniac that cares about the 9 extra damage and 13 extra meter.
Because 2C is no longer 7f startup on F-Tohno, linking into 2C after 22C is much harder. Not to mention the damage increase isn't that significant, considering how rarely used this starter is. Go for either of the easier routes, if you aren't an execution master, or don't care for this particular starter.

Miscellaneous Combos

  • 22A/[A], 5B > 5C > j.BC > dj.BC > AT
4960 dmg, +59.4%
Your one and only, corner-specific combo
Note that [A] version in favor of being overhead does less damage as a starter
Again, much like the aerial counter-hit confirm, your highest-damaging confirm off a particular starter into a particular chain
Note that in between 22A/[A], you have to delay a little for the height to be proper on the air combo conversion. If this timing is too tricky, remove the 5C from the notation. You'll only shave off about 400 damage for a much easier, second-highest damage guarantee confirm.
  • 214A/B, 2[C] > 623B > j.C > land > j.BC > dj.BC > AT
3688 dmg, +36.7 (Calculated off of 214B starter)
Staple OTG combo from 214A/B
Yep, it's that conversion again. And it's the best in terms of damage you're gonna get, again
  • CH.214A/B, 2A > 5B > 5C > j.BC > dj.BC > AT
4435 dmg, +60.7% (Calculated off of a 214B starter)
For when 214A/B counter hit on the rare occasion and you're ready to react to it

Strategy

Use this section to describe strategies for playing F.Tohno. Summarize here and use the sample categories below.

Neutral

Offense

While the unblockable property of Tohno's AD is only in effect when you're close enough, this could situationally serve as a guaranteed unblockable. Though all your meter will be drained for it, a guaranteed 3K unblockable setup given the right setup and spacing. Granted you're F-Moon, you can easily make an inescapable, airtight frametrap for it too. Even better if you can IH into it and get all your red health back beforehand. Not like you'll actually be using the meter for much else.


Move Descriptions

Normal Moves

2A
2A
Picture needed:
MB_F_Tohno_2A.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 100 68% 3.5% - L 3 4 5 3 -

Description

5A
5A
Picture needed:
MB_F_Tohno_5A.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 150 70% 3.0% - HL 3 3 7 2 -

Description

2B
2B
Picture needed:
MB_F_Tohno_2B.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 350 90% 7.0% - HL 9 7 6 2 -

Description

5B
5B
Picture needed:
MB_F_Tohno_5B.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 400 90% 8.0% - HL 7 7 9 -1 -

Description

6B
6B
Picture needed:
MB_F_Tohno_6B.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 - 70% 7.0% - HL 8 5 15 -3 -

Description

2C
2C
Picture needed:
MB_F_Tohno_2C.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 650 55% 10.0% - L 5 6 26 -14 -

A low, far-reaching sweep. Chargeable. Untechable knockdown. Weak to shield.

2[C]
2[C]
Picture needed:
MB_F_Tohno_2C.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1100 - 55% 12.0% - L 18 6 14 -2 -

Description

5C
5C
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MB_F_Tohno_5C.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 80% 10.0% - HL 10 8 13 -3 -

A lunging, high roundhouse kick. Excels at counter trades against aerial opponents. Weak to shield.

j.A
j.A
Picture needed:
MB_F_Tohno_jA.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 150 75% 3.0% - H 4 4 - - -

Description

j.B
j.B
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MB_F_Tohno_jB.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 500 90% 6.0% - H 5 7 - - -

Description

j.C
j.C
Picture needed:
MB_F_Tohno_jC.png
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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 600 90% 13.0% - H 8 6 - - -

Description

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Provide a general description here, and describe the specific differences between A/B/EX versions below.
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
 Unpredictable Kick 「」 - 623ABC
  • (Description) - Shiki hurls himself through the air with a lunging knee strike. Breaks aerial guard. Weak to shield. Shiki falls when counter trade occurs.
  • (A version) - Launches Shiki upward at a 45 degree angle.
  • (B version) - Launches Shiki forward along the ground.
  • (EX version) - Forward lunging kick with extended range. Instant startup. Invincible startup. Wall bounce.
「」 - 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.
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