Melty Blood/Shiki Tohno/Half Moon

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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!


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, all combos involving 5bb are usually better substituted with just a 5b to air combo instead, as it will give you better oki options. In general, keeping the opponent lower in the air is better for Tohno.

Meterless Combos

Normal Combos

  • 2aa 2b 5c 2c 6c 5bb j.bc airthrow
Basic hitconfirm into air combo. 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.
Use super double jump with either j29 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 jcb sdj.bc is usually easier from 5bb launches. j.bc 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.
  • 2aa 2b 5c 2c 5bb j.bc airthrow
Same basic combo, but this does slightly more damage. So, if possible avoid using 6c in the combo because you can get more damage this way. However, it's rare to get close hits like this where you wouldn't want to do another combo anyway.
  • 2c 5c j.bc airthrow
The easiest way to convert off a very long ranged 2c poke. A lot of Shiki's pressure and zoning game revolves around this move so whilst this combo doesn't do much damage, it helps threaten the opponent at ranges they would usually be safe at. To connect this at far range, delay the jump cancel on the 5c for the maximum duration of forward movement.
  • 2c 6c 5bb j.bc airthrow
Another similar but higher damage combo off 2c. 5bb is also possible but considering the long ranges it's not too common.

Metered Combos

  • ...





Move Descriptions

Normal Moves


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

























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.
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AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
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