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Atlas Academy => Melty Blood: Actress Again => Shiki Tohno => : Tinshi August 24, 2009, 03:52:21 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: F moon Tohno
: Tinshi August 24, 2009, 03:52:21 AM
Now same as the other threads post whatever findings you guys get. I will be contributing also.
: Re: F moon Tohno
: Van_Artic August 24, 2009, 06:29:05 AM
this one is the easiest - 5A 2B 5B 6B j.BC dj j.ABC airthrow
5A 2B 5B 5C 623B j.C land j.ABC dj j.BC airthrow
with 100% meter 5A 2B 5B 5C 623C 5A 5B j.BC dj j.ABC airthrow

BHAD setup (corner only), 5B 2B 5C 41236C
: Re: F moon Tohno
: ckosra February 12, 2010, 05:41:21 AM
After messing around with F-Tohno here is what I found to be useful/practical. SDJ optional most of the time, but performing it will ensure the dj. j.B j.C AT

5A/2A 5B 2B 5C > 623B *slight delay* B >| j.B j.C > sdj j.B j.C >AT
Easy, stable BNB that works anywhere and does decent damage.

5A/2A 5B 2B 5C > 623B >|5A 5B 5C j.B j.C > sdj j.B j.C >AT
I have had trouble getting this to work midscreen, very easy in the corner though.

[Corner] 5A/2A 5B 2B 5C 623C 5A/5B 5C j.B j.C > sdj. j.B j.C >AT
EX corner wallslam combo. Big damage. Sometimes the 5B link can be tricky, but 5A 5C J.B J.C etc. works fine.

[Corner] 22[A] 5B 5C  j.B j.C > sdj. j.B j.C >AT
Combo off of ground overhead. If your really close to the opponent in the corner sometimes 5C doesn't connect properly. 5A 5C works ok if your further back and opponent seems to be teching before 5B.

[Corner] 214C 5B 5C j.B j.C > sdj. j.B j.C >AT
By far his easiest wall slam link. You probably won't land a 214C near the corner often though...

anti-air CH 6B *delay* 5B 5C j.B j.C > sdj. j.B j.C >AT

CH j.C >| 5C j.B j.C > sdj. j.B j.C >AT

Random notes: 2C combos into 623B etc. 2[C] always combos into 236X, but is air techable. You can combo off of a low j.C by linking it to 2A etc. If  the j.C is really deep you can link it to 5B 5C etc. for even more damage.

: Re: F moon Tohno
: shirayukimizore March 13, 2010, 10:46:19 AM
maybe this combo can be useful


should have 1 or more powerbar:
5A, 2C, 5C, 236C (it should be a wallslam then chase the enemy), 5C, jB, jC, jB, jC, airthrow

or

should have 2 or more powerbar:
5A, 2C, 5C, 236C (it should be a wallslam then chase the enemy), 5C, jB, jC, jB, jC, 623C

 :V
: Re: F moon Tohno
: fiendmaw March 14, 2010, 05:36:22 AM
The problem is,you can't link 2C 5C in F-Moon.
: Re: F moon Tohno
: mechalolipop April 07, 2010, 05:36:49 AM
I kinda wanna pick up F Tohno. Does anyone even use him anymore?

I get 6B and cheese-slicer for anti-air. Cheese-slicer for pressure/frame-trap. His j.C is one of those rare one's that are actually good for air-to-air.  How's the rest of his normals?
: Re: F moon Tohno
: Braver April 07, 2010, 09:46:58 PM
The problem is,you can't link 2C 5C in F-Moon.

In F-moon, no matter the character, you generally cannot chain 2C into 5C...
: Re: F moon Tohno
: Benny1 April 10, 2010, 10:18:59 AM
Something I learned recently: 2[C] is jump cancellable on block.

Also I could've sworn I saw somebody do this really cool 623B dj ad.C combo but I couldn't get it to work so I must've imagined it.
: Re: F moon Tohno
: fiendmaw April 23, 2010, 06:36:40 AM
The combo you're talking about is the standard F-Tohno combo(in japan),I think the dj ad j.C allows you to get an extra 5c or maybe 5b5c in,which you probably woudlnt get with 623b jC.
: Re: F moon Tohno
: Shlowpoke April 23, 2010, 08:24:47 PM
Some random stuff I found playing around with him for a few hours:

- Standard BnB seems to be:
2a, 5b, 2b, 5c, 623b, dj airdash j.c, land, 5b, 5c, j.bc, dj.bc, airthrow
4,905 damage to v.Sion
Except it doesn't work on crouching characters, so you have to launch with 2c, 623b, j.c, instead if they're crouching.

- Using 623c in corner combos nets some pretty big damage:
2a, 5b, 2b, 5c, 623c, 5a, 5c, j.bc, dj.bc, airthrow
5,392 damage to V.Sion
(Breaks 6k if started with j.c)

- The 22d cancel for his 22b is awesome. Command grab into dash up 22b which-way seems pretty effective. Command grab into whiff 632b crossup seems cool too.

- Funny gimmick: 236b pressure into normal arc drive. You get out if you just hold jump, but still. xD

- 623a whiff is IH-able for a quick overhead.

- 214a whiff is IH-able for an instant heal.
: Re: F moon Tohno
: ehrik May 01, 2010, 12:01:22 PM


5A/2A 5B 2B 5C > 623B >|5A 5B 5C j.B j.C > sdj j.B j.C >AT
I have had trouble getting this to work midscreen, very easy in the corner though.



If you do 5a/2a 5b2b5c > 623b > 5b2b5c > j.bc > sdj > j.bc > air throw [4790 on cvsion] it does more and its easier to connect midscreen, but then again Reik's combo does more damage so its a lot better and easier to do. Too bad they only work on standing chars :'|

Reik you can tap D instead of pressing 22d during 22b, you just have to press D after the white dash animation comes out.

the damage he can do off a j.c and 100% meter is ridiculous 6.9k wtf
: Re: F moon Tohno
: Tonberry May 01, 2010, 01:03:49 PM
If you do 5a/2a 5b2b5c > 623b > 5b2b5c > j.bc > sdj > j.bc > air throw [4790 on cvsion] it does more and its easier to connect midscreen, but then again Reik's combo does more damage so its a lot better and easier to do. Too bad they only work on standing chars :'|

Reik you can tap D instead of pressing 22d during 22b, you just have to press D after the white dash animation comes out.

the damage he can do off a j.c and 100% meter is ridiculous 6.9k wtf

623b hits tall crouching characters.  I don't know the full character list but it works on Nanaya, so it should also work on Tohno, White Len, Warachia, and Nero.
: Re: F moon Tohno
: ehrik May 01, 2010, 02:27:39 PM
oh nice thats cool. Works on all of them, even hwlen with her low crouch lol, what a useless wlen moon.
: Re: F moon Tohno
: Benny1 May 02, 2010, 06:36:58 AM
H-W.Len has the same crouching hitbox as C-W.Len lol
: Re: F moon Tohno
: ehrik May 02, 2010, 08:24:30 AM
H-W.Len has the same crouching hitbox as C-W.Len lol

lol what the hell is the point of Hwlen crouch then. ;_; All it does is look moe
: Re: F moon Tohno
: ehrik October 07, 2010, 01:35:18 PM
no one getting hype for cc ftohno. With the bigger 623b hitbox and the new ch2 system he looks really strong in cc
: Re: F moon Tohno
: fiendmaw October 15, 2010, 11:49:00 PM
Indeed he does,might be even stronger than C.being able to do his standard combo even on crouchers is more or less exactly what he needed.He's pretty basic and doesnt have almost any mixup,but it's his basic play that makes him very strong.
: Re: F moon Tohno
: Tonberry October 20, 2010, 06:37:53 PM
This is some basic F-Tohno blockstring stuff

2a 5a whiff 2a beats mashing.  If you input it as fast as possible it combos(even without counter hit) on hit and on block your opponent will be stuck in block stun.
2b is +f so 2b 2a is safe.
6b 2[c] is airtight if you don't stagger the 2[c].
2b/5b 2[c] beats mashing.
2[c] 22a combos on 2[c] CH and if they mash after 2[c] you get CH again
2c will catch mashing/jumping after 22{a}: I like to do 2c 236a after it
2[c] 214b(spaced) is safe
Once they respect those options, 2[c] IAD jc, 2[c] 22d, 2[c] 22d~b are all good ways to reset pressure
5b isn't +f on block but unlike 2b you can stagger it into 6b to catch mashing

Options after 5b stagger 6b
      - 22d: gives enough time to do 5b 5c if 6b is CH
      - 22b~d: gives enough time to do 2a 5c if 6b is CH

Use 5b stagger 6b enough and you can start letting 5b recover.
Dash 2a is strong vs characters with slow/low range pokes because people can't mash dash on reaction.  This is especially strong once you get your opponent scared of your strings.
Post 22d - 2c if they're not very respectful, dash/IAD in if they respect[dashin is overall safer]

2a 5a whiff 5b is safe
2a 5a whiff 2b is safe(on some characters you have to input it really fast and you'll get anti-A armor)

When fishing for 6b air CH input 6b IAD [4].  This is an OS that will block shield counters and on counter hit you can just land after the IAD then do 2c 623b into air combo.  This combo does ~3.4k to Warc whereas max damage 6b CH combo(wait 5b 5c --> air combo) does ~4k so you're only losing a little damage to be 100% safe from shields.  You can practice this by setting CPU to jump all shield random defense low counter.  

Against opponents who use IAD jb jc~j2e or jump normal [7] OS to beat shield counter do 5[d] 623a.  This loses to an opponent doing a multihit move like C-Tohno jb(you'll get air CH) and it also loses to any safe jumped air normal.  
: Re: F moon Tohno
: sogos November 04, 2010, 09:21:04 AM
This is some basic F-Tohno blockstring stuff

you
are
gdlk
: Re: F moon Tohno
: Prototype909 November 04, 2010, 10:38:05 AM
When you say 2A whiff are we talking something like ->

Untechable knockdown -> Run up 2A whiff?

Or

Spaced away from opponent -> 2A whiff -> other stuff
: Re: F moon Tohno
: ehrik November 04, 2010, 11:09:12 AM
He means 2a blocked, 5a whiff

I think Tonberry is missing a 5a whiff on "2a whiff 2b"

Because 2a +++ you can really do some really troll and silly shit
: Re: F moon Tohno
: Tonberry November 04, 2010, 01:52:02 PM
When you say 2A whiff are we talking something like ->

Untechable knockdown -> Run up 2A whiff?

Or

Spaced away from opponent -> 2A whiff -> other stuff

It's supposed to be 2a blocked, 5a whiff like ehrik said.  I'll edit the post to read like that.
: Re: F moon Tohno
: Prototype909 November 09, 2010, 08:39:07 AM
Doesn't F-Tohno have a fuzzy guard? I could have sworn I've seen videos of people doing

Deep j.A, j.B -> jump cancel -> instant j.B -> stuff
: Re: F moon Tohno
: Zero November 09, 2010, 10:32:33 AM
Deep j.c dj.b IH j.bc land > continue ground string combo

Not sure if deep j.b works too.
: Re: F moon Tohno
: Tonberry November 09, 2010, 01:32:10 PM
I can never get the IH jb to combo on a crouching opponent so I don't think it works. 
: Re: F moon Tohno
: Tonberry November 21, 2010, 08:39:58 PM
New F-Tohno tech

IAD jc land 623b IH ja/land 2a.  Do this on characters where 623b whiffs normally on them crouching to get 50/50 mixup. 
: Re: F moon Tohno
: Prototype909 November 22, 2010, 01:42:57 PM
So we activate IH as you pass over?
: Re: F moon Tohno
: ehrik November 22, 2010, 02:52:31 PM
So we activate IH as you pass over?

No j.c puts them into a standing hitbox, then you do 623b IH. 623b would normally pass over crouching hitbox, but because of j.c from before, forces their hitbox to be standing. They're forced to block 623b, IH it into a high/low.

Its kind of the same principle as a Fuzzy guard
: Re: F moon Tohno
: Lumiere Celesti November 23, 2010, 11:40:06 PM
IH can be use after 623b in a blockstring, i tried 623b IH IAD j.c and it conects but not sure if this works whit everyone, i tried this against sacchin for testing tonberry´s comment. Whitout the IAD it could or not conect thats why im unsure.

in CC: http://www.youtube.com/watch?v=-lClQ2pub98 ( 4:17 )

dont think there is a diference for doing it in CC or AA, but in the vid he did j.a after 623b IH.

i´ll keep looking for good options :S

By the way is there any recomendation for a tech punish? i have so far 2c 236a and the rest is science
: Re: F moon Tohno
: ehrik November 24, 2010, 07:47:33 AM
623b blocked IH j.a is much harder to react to than 623b IH IAD j.c
: Re: F moon Tohno
: Lumiere Celesti November 24, 2010, 08:42:04 AM
meh i just forgot to add the blocked, there is a diference though.
: Re: F moon Tohno
: Lumiere Celesti December 06, 2010, 07:59:01 AM
i couple of combos whit IH in it:

you may call this one bnb:

5a 5b 2b 2c IH 5b 5c jbc jbc Athrow : 4222 dmg

5a 5b 2b 5c IH 2c 236c jbc jbc.


                       
: Re: F moon Tohno
: Prototype909 December 06, 2010, 08:12:39 AM
IH in the corner -

2A -> 5B -> 2B -> 5C -> IH -> Dash -> 2AA -> 5B -> 5C -> 623C -> 5A -> Air combo

Does upwards to 6k+ on characters like V.Sion
: Re: F moon Tohno
: Tonberry January 23, 2011, 05:22:28 PM
Optimal corner IH BnB is (jc) 5b 2b 5c IH dash 5b 2b 5c 623c 5a 5c jb jc jabc airthrow.  ~7.7k vs Kohaku off jc starter.  7227 damage off of 5b starter.  6173 damage off of 2a before 5b.  6119 damage off of 2a before 5b with dash 2a after IH instead of dash 5b.  

Corner to corner IH BnB is (2a) 5b 2b 5c IH dash 2aaaa 5b 2b 5c 236b 214c 214a jabc jabc airthrow.  ~4.8k to Kohaku off 2a starter.

Midscreen IH damage BnB is (2a) 5b 2b 5c IH dash 5b 2b 2c 623b jc land jabc jabc airthrow - 4915 damage to Kohaku off 2a starter.

Here is a blockstring that puts you at the optimal distance to 2a after 214b and CH your opponent if they mash and still hit them if they block(aka not too much pushback that you only CH them because they poked) - dash 2aaa 5b 2b 6b 2[c] 214b.  Don't stagger any of the hits.  Tested successfully vs H-Kohaku.  Might not work vs characters with smaller crouching hitboxes.
: Re: F moon Tohno
: Tonberry March 30, 2011, 02:42:25 PM
New F-Tohno stuff

236a+b a - This is the input for dash 236a.  Since 236a comes out fast and moves forward, this really helps with closing the distance between you and your opponent.  Don't use it if they're in range of 236a without dashing though because you can easily get hit out of the dash by them throwing out a poke. 

214a 236c - On hit this combos and on block the 236c makes the 214a safe regardless of how you spaced the slide since 236c is +f.  Near the corner you can combo off of the 236c with jb jc jb jc airthrow for ~3.2k.  Even though you can't combo off of 236c midscreen pushing your opponent to the corner puts them in a weaker position and it's never fun taking big damage because your spacing with 214a was slightly off. 

stagger into 6b 9 2[c] - If they didn't mash when you staggered into 6b this does 6b 2[c].  If they did mash this turns into 6b empty jump forward.  You can do a late jc as you're falling then jump up and finish the combo.  You can practice this by setting the opponent to crouch all guard random defense with low counter.