Shiki Tohno (MBAC)

From SuperCombo Wiki

Character Bio

Shiki is the 'scrub' character of choice, and a little time with him will quickly show you why. He does everything adequately. His damage output is above average in all situtations, he has quite a bit of health, and has reversal and punishment supers that can quickly decide a round. The only problem is every character in the game has an infinite against him, due to his hugeass and glitchy hitbox.

Shiki is considered to be top tier.

Normal Attacks

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A 360 120 4% 5 70% Ground Any
2A 300 100 3.5% 4 68% Ground Any
j.A 300 100 3% 5 78% Any Any
5BB 700
1000
400
700
7%
10%
8
21
90%
63%
Ground
Ground
High
High
5B[B] 700
1700
400
1200
7%
13%
8
36
78% Ground
Ground
High
High
2B 600+500 400+350 6+6% 8,14 85% Low Low
j.B 500 300 6% 6 79% Upper High
5C 1500 800 15% 9 80% Ground High
5[C] 2200 2000 18% 33 50% Unblockable High
2C 1100 650 12% 7 55% Low Low
j.C 1000 600 13% 8 90% Upper High
j.[C] 1600 1200 13% 22 60% Upper High
214D 1700 700 10% 36 100% Ground High

(raw data)

Special Attacks

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
Dash Cut (Trump card No.1)
236A 1400 1000 13% 14 100% Ground High
236B 600*3 300*3 6%*3 20 100% Ground High
236C 2000+1200 1600+1000 -100% 15, 36 100% Ground High
Slide (Trump card No.2)
214A 1000 800 8% 8 100% Low Low
214B 1000 800 8% 18 100% Low Low
214C 1000+1000 800+700 -100% 8, 36 100%, 70% Low, Ground Low, High
Uppercut Kick (A kick that even I can't understand)
623A 800+800 600+500 10% 5 100% Ground High
623B 1000+1000 800+700 12% 8 100% Ground High
623C 1600+1000 1100+1000 -100% 7 100% Ground High
Death Eyes (The Eyes of Death Beholder) [Requires Heat or Max Mode]
41236C 3200 3100 -300% 59 100% Any Unshieldable
Death Eyes (17 Dissection) [Requires Blood Heat Mode]
41236C 500*17 400*17 -300% 31 100% Unblockable Unshieldable
? (The Eyes of Death Beholder: Fatal Draw) [Requires Blood Heat Mode]
D (grd) 1800 10000 -300% 18 100% Unblockable Unshieldable

(raw data)

  • 236C is effectively worth 3.67*4 magic circut.
  • 214C is effectively worth 3.67*2 magic circut.
  • 623C is effectively worth 3.67*2 magic circut.
  • 623C is effectively worth 3.67 magic circut.
  • The second hit of 214C only comes out if the first part hits or is blocked.
  • The second hit of any 623 only comes out if the first part hits.

Techniques, Strings, and Combos

<@Sp00ky> god, fuck this character. he has so much dumb shit.
<@Sp00ky> shiki = ken.
<@Sp00ky> 2A = ken crouch strong
<@Sp00ky> 214C = shippu :P

Combos

Standard Shiki BnB of Doom: 2A 5C 2C 5BB 5A (whiffs), j.CB dj.BC air throw. Does ~4100 damage in normal situtations, ~4700 in punishment situtations (where you start with the 5C instead of 2A). If you do this off of an IAD j.C, ~5300 damage. If you can do IAD j.C into dash 2B5C (fairly difficult), the damage goes all the way up to ~5700.

For this combo to work properly, 5BB must be delayed after 2C so that it hits them fairly late. Futhermore, to get the j.B to connect after the j.C, the j.C must be done as late as possible (but the window is fairly small -- hesitate for more than a split-second and your opponent will recover). The j.B is not required, (making the end j.C dj.BC air throw), but you lose about 500 damage.

Easy-money Shiki BnB: 2AC5C j.BC dj.BC airthrow. Standard combo for standard damage leading into a stnadard knockdown (~3100).

You have two followups after a successful 214C in the corner. The first one is 5B (right after the knife hits) j.BC dj.BC air throw for ~4700 damage. Do not even try to time any of the hits, just do things as fast as possible. The only thing that needs any finesse is the double jump, which requires you to tap the direction (not hold) so that Shiki gets high enough to land the air throw at the end. The alternative corner combo is j.C land j.CB dj.BC airthrow for ~5000 damage. The inital j.C must be done as late as possible so that you land quickly enough to re-jump. Landing j.C j.BC is slightly easier to do, at the cost of slightly less damage. You can also do the combo with an initial j.B, but you lose ~500 damage off of the combo.

Points of Interest

His 236A and B specials are very good. You can do block strings into 236A and the only real risk is if they shield bunker cancel the last hit; otherwise Shiki is at a very minor disadvantage. However, if you hit them on the ground with either move, you can super cancel into 214C for lots of damage. In the odd instance that you catch them jumping out of your blockstrings with a 236 (usually B, due to the delay) you can still hitconfirm into 623C for damage and a fat wakeup situtation.

Shield bunker cancelling into 214C is insanely good; one of the best bunker cancels in the game. Easy to do, with huge damage potentinal in the corner. Even if you blow the bunker cancel, you can cancel his actual bunker into 236A and effectively reset the match.

[13:43] <@Sp00klap> blocked bunker xx 236A

[13:50] <@Sp00klap> on wake up dash xx backdash = greatest fakeout ever
[13:51] <@Sp00klap> on shiki wake up backdash in the corner is risky as all hell but can punish some crazier meaties like C attacks
[14:05] <@Sp00klap> 664AB is dumb fast. it baits pokes, it makes peopel afraid to come in on you, and algether its gay.
[14:07] <@Sp00klap> by the time they are expecting you to do 664AB and trying to do things to get around it
[14:08] <@Sp00klap> you dont dash back and 2C them and they get fuckign raped
[14:08] <@Sp00klap> dumbest mind game ever and it works--all---the---time.even the japanese fall for this shit
[14:08] <@Kumubou> cause it's dirty
[14:19] <@Sp00klap> he has that dumb deceptic dash -> IAD B trick also
[14:20] <@Sp00klap> which also can double as an option select airthrow

[13:54] <@Sp00klap> some of this got mentioned earlier but you can extend the range of 236A or 236B to near full screen by buffering it off a dash. 236AB~B or 2366B are the two methods each has their ups and downs
[13:54] <@Sp00klap> you can do the same with his heat super which probably isnt as useful

[13:56] <@Sp00klap> super jump A spam will beat out jumps, its awesome if you think they are gonna jump out
[13:56] <@Sp00klap> can hit confirm to air combo for some decent damage plus knockdown once you have gotten 3-4 jabs in and can confirm
[13:56] <@Sp00klap> if the jab whiffs you can still do stuf, just jump back or air dash late or whatever else you want to use randomly

[13:59] <@Sp00klap> also 5[C] is dumb good. its pretty fast for unblockable and no one wants to jump out of shiki block strings cause of sj air throw or superjump mash A
[13:59] <@Sp00klap> also you can always let it got early xx 236A and try to hit confirm the 214C

His sweep (2C) is retarded. [14:08] <@Sp00klap> on a related note this should be obvious
[14:09] <@Sp00klap> but 2C beats fuckign everything and is way too fast for a sweep
[14:09] <@Sp00klap> it has the most ridiculous range
[14:09] <@Sp00klap> and if you get someone who is smart enough to actually know to jump out of it
[14:10] <@Sp00klap> then yo ucan fake it and super jump air throw
[14:10] <@Sp00klap> then next time you do it and ill bet you $10 they wont jump and get fucking nailed

Gimmicks and Errata

[13:44] <@Sp00klap> dumbest strat ever that works for shiki - 2A wait 2A wait 2A
[13:45] <@Sp00klap> or 2A fake ait dash throw
[13:45] <@Sp00klap> or 2A fake wait 5C and own that low parry in the face
[13:46] <@Sp00klap> 2B knocks down crouching opponents and altogether sucks except in certain situations
[13:46] <@Sp00klap> 2A straight to 2C most of the time


[13:57] <@Sp00klap> you can fake jump C with [C] land 2C or ground throw
[13:58] <@Sp00klap> not used often but will get you the last bit of damage you need on a turtle
[13:58] <@Sp00klap> jump [C] has a few gimmicks but i dont know them all. the best ones are attempts to get the opponent to try to anti air it, the priority is insane


[14:02] <@Sp00klap> this is a more unique strat that may or may not apply
[14:02] <@Sp00klap> but nanaya coruch c and shiki crouch c look almost the same yet one is high parry and one is low parry if i remember it right
[14:02] <@Sp00klap> err shiki stand c sorry
[14:03] <@Sp00klap> u.s. doesnt play melty blood teams but it might have some value to it somewhere.
[14:03] <@Sp00klap> i know if saiyd changes fomr nanaya to shiki or the other way around
[14:03] <@Kumubou> I can't see a good player falling for that ever
[14:03] <@Sp00klap> i get tricked by it a few matches

[14:06] <@linalys> spook: do 214b
[14:06] <@linalys> watch it get shielded
[14:06] <@linalys> watch them stick out a 2a
[14:06] <@linalys> and then super cancel anyway =p

[14:14] <@Sp00klap> he's also the only character that i can consistently air throw akiha out of iad flame setups if i guess right.
[14:14] <@Sp00klap> i cant do that with anyone else ever, andi have no explanation
[14:14] <@Sp00klap> i doubt his jump is faster then anyone elses or anything


[14:16] <@Sp00klap> how far he gets pushed away after his air throw is a blessing in disguise because you have more time to see what they are going to try on wakeup form a safe distance
[14:16] <@Sp00klap> if yo uare good at getting into peopels heads, his bnb is for you, definately
[14:17] <@Sp00klap> you have time to see if they will jump, backdash, or various other risks they like to take
[14:18] <@Sp00klap> and then you can adjust by trying to stuff their jump outs or just throwing their backdash. if they like to turtle up on wakeup thats jsut as good, you can dash/meaty 5C or 2C or 2A or 664AB to try to bait their ex or whatever your typical strings are


[14:23] <Veteru> on a side note
[14:23] <Veteru> vs. a cornered opponent
[14:23] <Veteru> dash 2a after air throw can tag them before they can jump out / counter 2a you
[14:23] <Veteru> same for nanaya
[14:24] <Veteru> there is some variance depending on exact distance from corner (have to dash further, takes more time), and your exact height when you ended the air combo (if you sdj or not has a big effect)