Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions
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(Fixed special moves names, added a corner combo.) |
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: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/C | *2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C | ||
:A staple for S-Akiha. Delay the j.214A as much as you can. 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. Delay the j.214A as much as you can. 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 | *2ABC 5C 214A j.BC 8 [j.C] j.A (whiff) late j.214A (land) 214A/623B 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 j.214A 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 j.214A 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 { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C } | *2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C } | ||
:More execution heavy variant of the above. It is crucial to delay the first j.214a as much as possible. Depending on which ender you choose, either puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo. | :More execution heavy variant of the above. It is crucial to delay the first j.214a as much as possible. Depending on which ender you choose, either puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo. | ||
*2A 5B 2C 5C 214A 5B/5C j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C j.22[A] | |||
'''Metered Combos''' | '''Metered Combos''' | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3"> Suigetsu wo Ugatsu「水月を穿つ」 - 22ABC</font> ''' | ||
* '''(Description)''' - Akiha summons a flame pit. Her flame pits last for 10 seconds and are not cancelled when she is hit. Input 22x/j.22x while a pit is active to ignite flame pillars from the pits. Flame pillars are capable of OTG relaunching. Note that her flamepits are also automatically ignited when she command throws (63214c) the opponent while standing above a pit. | * '''(Description)''' - Akiha summons a flame pit. Her flame pits last for 10 seconds and are not cancelled when she is hit. Input 22x/j.22x while a pit is active to ignite flame pillars from the pits. Flame pillars are capable of OTG relaunching. Note that her flamepits are also automatically ignited when she command throws (63214c) the opponent while standing above a pit. | ||
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|- | |- | ||
| width="" | ''' <font size = "3"> Tori wo | | width="" | ''' <font size = "3"> Tori wo Uzukiru「鳥を渦切る」 - 236ABC</font>''' | ||
* '''(Description)''' - | * '''(Description)''' - | ||
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|- | |- | ||
| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3"> Tsuki ni Egaku 「月に画く」 - 623ABC</font>''' | ||
* '''(Description)''' - ... | * '''(Description)''' - ... | ||
|- | |- | ||
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> | | width="" style="background:#E8E8E8;"| ''' <font size = "3"> Kemono wo Seisuru「獣を征する」 - 214ABC</font>''' | ||
* '''(Description)''' - Akiha points forward and summons a flame pillar. Pillars are air unblockable and are capable of OTG relaunching. | * '''(Description)''' - Akiha points forward and summons a flame pillar. Pillars are air unblockable and are capable of OTG relaunching. | ||
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|- | |- | ||
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> | | width="" style="background:#E8E8E8;"| ''' <font size = "3"> Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC</font>''' | ||
* '''(Description)''' - An air version of her 22 series. Akiha summons a flame pit on the ground that can be ignited with either 22x or j.22x. Note that Akiha remains in the air while igniting her flame pits. | * '''(Description)''' - An air version of her 22 series. Akiha summons a flame pit on the ground that can be ignited with either 22x or j.22x. Note that Akiha remains in the air while igniting her flame pits. |
Revision as of 07:27, 1 January 2012
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}
- Use this mid-screen combo if the two below are too difficult. Adds a nice amount of corner carry if you tack on the airdash extender. End with j.22A setup if you will land at the corner.
- 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) dash 214A j.BC j.[C] j.A (whiff) j.22A/C
- A staple for S-Akiha. Delay the j.214A as much as you can. 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 8 [j.C] j.A (whiff) late j.214A (land) 214A/623B 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 j.214A 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 { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
- More execution heavy variant of the above. It is crucial to delay the first j.214a as much as possible. Depending on which ender you choose, either puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo.
- 2A 5B 2C 5C 214A 5B/5C j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C j.22[A]
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
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2B
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5B
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2C
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5C
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6C
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#C
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#C
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JA
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JB
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JC
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J6C
- |
Special Moves
Suigetsu wo Ugatsu「水月を穿つ」 - 22ABC
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Tori wo Uzukiru「鳥を渦切る」 - 236ABC
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「」 - 28ABC
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Tsuki ni Egaku 「月に画く」 - 623ABC
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Kemono wo Seisuru「獣を征する」 - 214ABC
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「」 - 421ABC
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Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC
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「」 - 426ABC
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「」 - BC
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「」 - BC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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