Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions
< Melty Blood | MBAACC | Akiha Tohno (Seifuku)
Jump to navigation
Jump to search
(→Combos) |
(→Combos) |
||
Line 4: | Line 4: | ||
:Standard mid-screen combo. Adds a nice amount of corner carry. End with j.22A setup if you will land at the corner. Use this combo if the two below are too difficult. | :Standard mid-screen combo. Adds a nice amount of corner carry. End with j.22A setup if you will land at the corner. Use this combo if the two below are too difficult. | ||
*2A 2B 5B 6B 5C 2C 6C 214A j.BC [j.BC throw / j.[C] j.A (whiff) j.22A] | *2A 2B 5B 6B 5C 2C 6C 214A j.BC [j.BC throw / j.[C] j.A (whiff) j.22A/C] | ||
:Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner. | :Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner. | ||
*2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) 214A j.BC j.[C] j.A (whiff) j.22A | *2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) 214A j.BC j.[C] j.A (whiff) j.22A/C | ||
:A staple for S-Akiha. This combo will take you from anywhere on the screen to a corner with a j.22A setup while dealing decent damage. Performed a bit differently when starting at the corner. | :A staple for S-Akiha. This combo will take you from anywhere on the screen to a corner with a j.22A setup while dealing decent damage. Performed a bit differently when starting at the corner. | ||
'''Corner Combos''' | '''Corner Combos''' | ||
*2ABC 5C 214A j.BC 7 [j.C] j.A (whiff) late j.214A (land) dash 214A j.BC j.[C] jA (whiff) j.22A | *2ABC 5C 214A j.BC 7 [j.C] j.A (whiff) late j.214A (land) dash 214A j.BC j.[C] jA (whiff) j.22A/C | ||
:This is almost the same as her normal mid-screen combo except that the first j[C] needs to be spaced away or j214A will whiff (it will strike off-screen). The link between j214A and dash 214A is easier to do the later you use j214A. | :This is almost the same as her normal mid-screen combo except that the first j[C] needs to be spaced away or j214A will whiff (it will strike off-screen). The link between j214A and dash 214A is easier to do the later you use j214A. | ||
*2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A 696 | *2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A { 696 j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C } | ||
:Delay the first j.214a as much as possible. Deciding on which ender you choose, puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo. | :Delay the first j.214a as much as possible. Deciding on which ender you choose, puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo. | ||
Revision as of 19:45, 30 December 2011
Combos
Normal Combos
- 2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j.A (whiff) j.22A}
- Standard mid-screen combo. Adds a nice amount of corner carry. End with j.22A setup if you will land at the corner. Use this combo if the two below are too difficult.
- 2A 2B 5B 6B 5C 2C 6C 214A j.BC [j.BC throw / j.[C] j.A (whiff) j.22A/C]
- Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner.
- 2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) 214A j.BC j.[C] j.A (whiff) j.22A/C
- A staple for S-Akiha. This combo will take you from anywhere on the screen to a corner with a j.22A setup while dealing decent damage. Performed a bit differently when starting at the corner.
Corner Combos
- 2ABC 5C 214A j.BC 7 [j.C] j.A (whiff) late j.214A (land) dash 214A j.BC j.[C] jA (whiff) j.22A/C
- This is almost the same as her normal mid-screen combo except that the first j[C] needs to be spaced away or j214A will whiff (it will strike off-screen). The link between j214A and dash 214A is easier to do the later you use j214A.
- 2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A { 696 j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
- Delay the first j.214a as much as possible. Deciding on which ender you choose, puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo.
Metered Combos
- ...
- ...
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks. |
5A
- |
2B
- |
5B
- |
2C
- |
5C
- |
6C
- |
#C
- |
#C
- |
JA
- |
JB
- |
JC
- |
J6C
- |
Special Moves
Name 「JP name」 - 22ABC
|
「」 - 236ABC
|
「」 - 28ABC
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - 421ABC
|
「」 - J22ABC
|
「」 - 426ABC
|
「」 - BC
|
「」 - BC
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|