Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
EikaMikiku (talk | contribs) (→Combos) |
(Combo/Movelist revamp, formatting changes.) |
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== Character Page Progress == | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap| | {{#lst:Melty_Blood/MBAACC:Roadmap|H-VAkiha}} | ||
==Additional Resources== | == Additional Resources == | ||
[http://melty.games/?p1m=h&p1c=vakiha&netplay=1&page=1 H-V.Akiha Match Video Database]<br> | [http://melty.games/?p1m=h&p1c=vakiha&netplay=1&page=1 H-V.Akiha Match Video Database]<br> | ||
[https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/ Melty Bits: H-V.Akiha] | |||
==Players to watch/ask== | == Players to watch/ask == | ||
'''JP:''' | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=hato%20(%E3%81%AF%E3%81%A8)&netplay=0&page=1 Hato (はと)] | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=tsubasa%20(%E7%BF%BC)&netplay=0&page=1 Tsubasa (翼)] | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=shuu%20(%E3%82%B7%E3%83%A5%E3%82%A6)&netplay=0&page=1 Shuu (シュウ)] | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=kata%20(%E3%81%8B%E3%81%9F)&netplay=0&page=1 Kata (かた)] | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=satoken%20(%E3%81%95%E3%81%A8%E3%81%91%E3%82%93)&netplay=0&page=1 Satoken (さとけん)] | |||
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=yukichi%20(%E3%82%86%E3%81%8D%E3%81%A1)&netplay=0&page=1 yukichi (ゆきち)] | |||
'''NA:''' | |||
* ? | |||
== Overview == | == Overview == | ||
Line 44: | Line 37: | ||
*Pressure is short and goes into neutral | *Pressure is short and goes into neutral | ||
|} | |} | ||
== General Gameplan == | |||
Place text here* | |||
=== Neutral === | |||
Place text here* | |||
=== Pressure === | |||
Place text here | |||
=== Setplay === | |||
==== Knockdown times ==== | |||
This data was collected manually using framestep. | |||
The height of the opponent affects the frame advantage. More height equals more advantage. | |||
The following are your untechable knockdowns and their frame advantage against a standing V.Akiha. | |||
Please, take this as a '''ROUGH''' estimate and not as fixed absolute values. | |||
{| | |||
|- | |||
! Move !! Frame advantage | |||
|- style="background:#EEEEEE" | |||
| 2c || 45f or 71f if jump cancelled. | |||
|- | |||
| 623b || 63f | |||
|- | |||
|- style="background:#FFEEEE" | |||
| '''623c''' || 71f or '''109f''' if jump cancelled. | |||
|- | |||
| 623a || 18f | |||
|- style="background:#EEEEEE" | |||
| Throw || 39f | |||
|- | |||
| Combo AT || 12f | |||
|- style="background:#EEEEEE" | |||
| Golden AT || 57f or 80f if jump cancelled | |||
|- | |||
| 2d || 47f | |||
|- style="background:#EEEEEE" | |||
| Guard cancel bunker || 55f | |||
|} | |||
=== Defense === | |||
place text here* | |||
== Combos == | == Combos == | ||
{{ComboLegend-MB}} | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
Line 55: | Line 97: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2AA > 5C > 4C > 5B > 2C > 623B | |input=*2AA > 5C > 4C > 5B > 2C > 623B; '''[''' 5B > 2C > 2A(w), 4C > 623B ''']x2''' | ||
|simput= | |simput= | ||
|note=Depending on timing, 623B might miss a hit.<br>Sometimes you are a bit far, you can omit 5B and do 4C > 2C > 623B, it has better reach. | |note=Depending on timing, 623B might miss a hit.<br>Sometimes you are a bit far, you can omit 5B and do 4C > 2C > 623B, it has better reach. | ||
Line 66: | Line 108: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2AA > 5C > 4C > 5A6AA > 6C > | |input=*2AA > 5C > 4C > 5A6AA > 6C > 66 > delay > '''[''' 5B > 2C > 2A(w), 4C > 623B ''']x3'' | ||
|simput= | |simput= | ||
|note=Easy corner carry combo. | |note=Easy corner carry combo. | ||
Line 77: | Line 119: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2AA > 5C > 4C > 5A6AA | |input=*2AA > 5C > 4C > 5A6AA, 4C > 5C > delay 2C > delay 5A6AA, 2C > 2A(w) > 4C > 623B, '''[''' 4C > 2C > 623B ''']x2'' | ||
|simput= | |simput= | ||
|note=Harder corner carry combo. Hard bit is hitting 2C in 5A6AA > 2C. Have to delay 5A6AA as much as possible. | |note=Harder corner carry combo. Hard bit is hitting 2C in 5A6AA > 2C. Have to delay 5A6AA as much as possible. | ||
Line 83: | Line 125: | ||
}} | }} | ||
'''''All damage values were calculated on V.Sion using the third momiji loop where applicable. For | '''''All damage values were calculated on V.Sion using the third momiji loop where applicable. For 5A6AA combos, lowest damage values are calculated starting with 2A > 5C > 4C while highest damage is calculated using j.C, 5B > 5C > 4C''''' | ||
You should always go for the okizeme ender unless you want to end the round. | You should always go for the okizeme ender unless you want to end the round. | ||
* | === Non-Situational Combos === | ||
* 6AA loop combos are NOT recommended to do. | |||
{{CollapsingComboTable-MB | |||
|data= | |||
<!-- Basic Combos --> | |||
{{CollapsingComboData-MB | |||
|condition=Basic, Corner | |||
|characters= | |||
|damage=4641 | |||
|metergen=85.0% | |||
|metero= | |||
|link= | |||
|input=*2A > 5C > 4C > 5B > 2C > 623B > (Momiji loop^) | |||
|simput= | |||
|note=Basic corner combo from 2A. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Basic, Midscreen | |||
|character= | |||
|damage=4564 ~ 6166 | |||
|metergen=103.2% ~ 111.5% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA > 4C > 2C > 623B > (Momiji loop^) | |||
|simput= | |||
|note=Its range is about 1/2 of the stage to the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Basic, Corner carry | |||
|character= | |||
|damage=4449 | |||
|metergen=114.0% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA > 6C > 66 > delay 4C > 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Corner carry from anywhere except near the corner | |||
}} | |||
* | <!-- Optimized Combos --> | ||
{{CollapsingComboData-MB | |||
|condition=Optimized | |||
|characters= | |||
|damage=4657 ~ 6226 | |||
|metergen=107.3% ~ 115.7% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA, 5B > 2C > 2A(w) > delay 4C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=It carries significantly farther than its respective basic version | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Optimized, Midscreen | |||
|character= | |||
|damage=4896 ~ 6327 | |||
|metergen=115.0% ~ 123.4% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA, 5B > 2C > delay 5C > 4C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Does not work near the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Optimized, Corner carry | |||
|character= | |||
|damage=4486 ~ 6059 | |||
|metergen=120.6% ~ 129.0% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA > 6C > 66 > delay 5B > 2C > delay 5C > 4C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Requires more space to the corner than its basic version | |||
}} | |||
* | <!-- 6AA Loop Combos --> | ||
{{CollapsingComboData-MB | |||
|condition=6AA Loop, Midscreen | |||
|characters= | |||
|damage=4546 ~ 6108 | |||
|metergen=127.7% ~ 136.1% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA, 4C > 5C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Does not work near the corner. 6AA should hit as late as possible. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=6AA Loop, Midscreen | |||
|character= | |||
|damage=4388 ~ 6119 | |||
|metergen=133.3% ~ 141.7% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA > 6C > 66 > delay 4C > 5C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Requires a lot of space. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=6AA Loop | |||
|character= | |||
|damage=4847 ~ 6392 | |||
|metergen=142.3% ~ 150.7% | |||
|metero= | |||
|link= | |||
|input=*...5A6AA, 5B/4C > 5C > 2C > 5A(w)6AA, 2C > (2A(w)/delay 5C) > 4C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Probably worth practicing for the meter and damage. If you end up too close omit the 5C at the end. | |||
}} | |||
}} | |||
=== | === The Momiji Loop === | ||
* If you miss one hit of 623B while doing these (i.e you started it too far away) following up with 4C won't work. Use 5B or 2B instead. | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Momiji Loop #1 | |||
|characters= | |||
|damage= | |||
|metergen=31.4% | |||
|metero= | |||
|link= | |||
|input=*4C > 623B, 4C > 623B | |||
|simput= | |||
|note=The most basic one. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Momiji Loop #2 | |||
|character= | |||
|damage= | |||
|metergen=46.5% | |||
|metero= | |||
|link= | |||
|input=*4C > delay 2C > 623B, 4C > 2C > delay 5BB > 623B | |||
|simput= | |||
|note=You can do 5BB > 623B twice but it will prorate a lot. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Momiji Loop #3 | |||
|character= | |||
|damage= | |||
|metergen=51.0% | |||
|metero= | |||
|link= | |||
|input=* 5B > 2C > 2A(w) > 4C > 623B, 5B > 2C > 2A(w) > 4C > 623B | |||
|simput= | |||
|note=Whiffing 2a is optional. It doesn't change anything but the timing. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Momiji Loop #4 | |||
|characters= | |||
|damage= | |||
|metergen=80.1% | |||
|metero= | |||
|link= | |||
|input=*5B > 2C > 5A(w), 2A > 2C > delay 4C > 623B, 5B > 2C > 5A(w)6AA, 2C > 4C > 5BB > 623B | |||
|simput= | |||
|note=Requires low gravity. The second rep is very finnicky regarding gravity. The 5A whiff doesn't work on everyone. <br> You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once. | |||
}} | |||
}} | |||
< | |||
=== | === Situational Combos === | ||
{{CollapsingComboTable-MB | |||
|data= | |||
<!-- Standing Shield Counter / Air CH --> | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield Counter<br>/ Air Counterhit | |||
|characters= | |||
|damage=2633 | |||
|metergen=45.5% | |||
|metero= | |||
|link= | |||
|input=*5D/Air CH, 2C > 5BB > j8.BC > dj.BC > AT | |||
|simput= | |||
|note=(Damage calculated from Shield Counter starter)<br>Easy if you do j.CB > dj.BC instead, otherwise it's not worth it. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield Counter<br>/ Air Counterhit | |||
|characters= | |||
|damage=3056 | |||
|metergen=60.1% | |||
|metero= | |||
|link= | |||
|input=*5D/Air CH, (2C >) 5B > (5C >) 4C > j.(A)BC > dj.(A)BC > AT | |||
|simput= | |||
|note=(Damage calculated from Shield Counter starter)<br>j.As are not doable if you decide to use 5C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield Counter<br>/ Air Counterhit | |||
|characters= | |||
|damage=3056 | |||
|metergen=60.1% | |||
|metero= | |||
|link= | |||
|input=*5D/Air CH, 4C > 5C > 2C > 5A(w)6AA, 2C > (delay 5C > 4C >) 623B > (Momiji Loop^) | |||
|simput= | |||
|note=(Damage calculated from Shield Counter starter)<br>Only do the optional moves if you aren't close enough to the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield Counter<br>/ Air Counterhit | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*5D/Air CH, 5C > 4C > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Full corner carry version. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield Counter<br>/ Air Counterhit<br>(Corner) | |||
|characters= | |||
|damage=3311 | |||
|metergen=77.3% | |||
|metero= | |||
|link= | |||
|input=*5D/Air CH, 5B > 2C > delay 4C > (Momiji Loop^) | |||
|simput= | |||
|note=(Damage calculated from Shield Counter starter)<br>Only possible near the corner. You can omit everything but 2C. | |||
}} | |||
< | <!-- Crouching Shield Counter --> | ||
{{CollapsingComboData-MB | |||
|condition=Crouching Shield Counter | |||
|characters= | |||
|damage=3670 | |||
|metergen=69.7% | |||
|metero= | |||
|link= | |||
< | |input=*2D > 623B > (Momiji Loop^) | ||
|simput= | |||
|note=If you aren't near the corner prefer the 2D knockdown instead. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Crouching Shield Counter<br>(100% meter) | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2D > delay 623C, 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep)) | |||
|simput= | |||
|note=Metered fullscreen corner carry. | |||
< | }} | ||
{{CollapsingComboData-MB | |||
|condition=Crouching Shield Counter<br>(HEAT mode) | |||
|characters= | |||
|damage=3419 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2D > 41236C | |||
|simput= | |||
|note=Very situational but it's the biggest damage you can get from a low shield counter if you can't go for the loop. | |||
}} | |||
=== | <!-- Raw Airthrow --> | ||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow | |||
|characters= | |||
|damage=2988 | |||
|metergen=36.4% | |||
|metero= | |||
|link= | |||
|input=*Raw AT, 2A > 2C > 5BB > j8.BC > dj.(B)C > AT | |||
|simput= | |||
|note=Basic damage confirm that works everywhere. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow<br>(Corner) | |||
|characters= | |||
|damage=3292 | |||
|metergen=64.0% | |||
|metero= | |||
|link= | |||
|input=*Raw AT, 2A > delay 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Works only near the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*Raw AT, 2A > 5C > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Easy, but doesn't work on some characters. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=https://www.youtube.com/watch?v=jiEEQD2y4ec | |||
|input=*Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw Airthrow | |||
|characters= | |||
|damage=3601 | |||
|metergen=79.8% | |||
|metero= | |||
|link= | |||
|input=*Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA, 2C > 2A(w) > 2A > 5C > IAD j.C, land j.BC > dj.BC > AT | |||
|simput= | |||
|note=Damage variation of the one above | |||
}} | |||
< | <!-- Corner 6C --> | ||
{{CollapsingComboData-MB | |||
|condition=Corner 6C | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*6C, 2C > 2A(w) > 4C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Corner 6C | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*6C > 66 (cross-under) > 2A(w) > 5C > 2C > 5A6AA > 6C > 66 > 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note= | |||
}} | |||
=== | <!-- 2BBB --> | ||
I | {{CollapsingComboData-MB | ||
|condition=2BBB | |||
|characters= | |||
|damage=3185 | |||
|metergen=28.0% | |||
|metero= | |||
|link= | |||
|input=*2BBB > dj.IAD j.C, land j.BC > dj.C > AT | |||
|simput= | |||
|note=I hope you aren't planning to hit anyone with this. | |||
}} | |||
* | <!-- 623C Reversal --> | ||
{{CollapsingComboData-MB | |||
|condition=623C Reversal | |||
|characters= | |||
|damage=3448 | |||
|metergen=18.0% | |||
|metero= | |||
|link= | |||
|input=*623C, 4C > 2C > 623B > (Momiji Loop^ (1 Rep)) | |||
|simput= | |||
|note=Unstable. Not full corner carry. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C Reversal | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*623C, 4C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^ (1 Rep)) | |||
|simput= | |||
|note=Unstable. Full corner carry. 6AA should hit as late as possible. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=623C Reversal | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*623C > j.66 > delay j.C(w), land 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep)) | |||
|simput= | |||
|note=Full corner carry. Recommended. | |||
}} | |||
== | <!-- j.22X Confirm --> | ||
=== | {{CollapsingComboData-MB | ||
|condition=j.22X Confirm | |||
|characters= | |||
|damage=5020 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.22X, land 5B > delay 5C > 4C > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.22X Confirm | |||
|characters= | |||
|damage=3448 | |||
|metergen=18.0% | |||
|metero= | |||
|link= | |||
|input=*j.22X, land (5B/4C >) 5C > 2C > 5A(w)6AA > (delay 6C > 66 >) 2C > 623B > (Momiji Loop^) | |||
|simput= | |||
|note=Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=j.22X Confirm | |||
|characters= | |||
|damage=5263 | |||
|metergen=52.6% | |||
|metero= | |||
|link= | |||
|input=*j.22X, j.66 > j.C, land (5C >) 4C > j.BC > dj.BC | |||
|simput= | |||
|note=Avoid super double jumps. | |||
}} | |||
<!-- Far j.A --> | |||
{{CollapsingComboData-MB | |||
|condition=Far j.A<br>(Needs j.66 to combo) | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.A > j.66 > j.A > sdj > delay j.AA > j.66 > (j.A >) AT | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Far j.A<br>(Needs j.66 to combo) | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*j.A > j.66 > j.AB, land j8.B > sdj.C > AT | |||
|simput= | |||
|note= | |||
}} | |||
}} | |||
=== OTG === | |||
I don't really know what would you use these for, but I guess it's good to know. You can put a 623C somewhere if you want to relaunch them for better oki. | |||
{{CollapsingComboTable-MB | |||
{{ | |||
|data= | |data= | ||
{{CollapsingComboData-MB | |||
|condition=OTG | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=* 2A*5 > 5BB > 4C > 5C > 5A6A > 2B | |||
|simput= | |||
|note=Probably the longest OTG string possible. | |||
}} | }} | ||
}} | }} | ||
< | == Move Descriptions == | ||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=hvakiha_5a.png | |image=hvakiha_5a.png | ||
|image2=hvakiha_6a.png | |||
|image3=hvakiha_6aa.png | |||
|caption=Basically an F-Moon 5A. | |caption=Basically an F-Moon 5A. | ||
|caption2=Staggers, anyone? | |||
|caption3=BNB filler. | |||
|name=5A | |name=5A | ||
|data= | |linkname=5A | ||
|input=5A~6A~6A | |||
|data= | |||
{{AttackData-MB | |||
|version=5A | |||
|damage=300 | |||
|reddamage=115 | |||
|proration=75% (O) | |||
|circuit=2.1% | |||
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=3 | |||
|recovery=8 | |||
|frameAdv=1 | |||
|invuln= | |||
|description=Insane 5A. Fast, large horizontal range, +1 on block, hits crouchers. Rebeating into it at close range is just as good as whiff cancelling a move for advantage—and you can stagger out of it instead of letting it recover to frametrap people, too, much like a whiff cancel. This is the backbone of H-V.Akiha pressure at close range. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5A~6A | |||
|damage=600 | |||
|reddamage=384 | |||
|proration=80% (M) | |||
|circuit=4.2% | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=4 | |||
|recovery=16 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5A~6A | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=60% (O) | |||
|circuit=7.0% | |||
|cancel=(N), SP, EX, (J) | |||
|guard=LH | |||
|startup=9 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=Decent 6AA; mostly used as combo filler. You can use it in pressure, but do note that it can only be cancelled into specials. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_5b.png | ||
|caption= | |image2=vakiha_5bBE.png | ||
|name= | |image3=vakiha_5bb.png | ||
|data= | |caption=Pressure machine. | ||
|caption2=An option, I guess. | |||
|caption3=Launcher. | |||
|name=5B | |||
|linkname=5B | |||
|input=5B/[B]~B | |||
|data= | |||
{{AttackData-MB | |||
|version=5B | |||
|damage=550 | |||
|reddamage=384 | |||
|proration=100% | |||
|circuit=4.2% | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=6 | |||
|active=4 | |||
|recovery=12 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=The backbone of H-VAki pressure when you're more pushed out. Moves you forward slightly and has a huge cancel window, in addition to being -1 on block; this allows for extremely ambiguous staggers and pressure resets. Be sure to tap the button very quickly when you use it, or you risk getting a longer startup from partially charging the move. Also note that it trips crouchers on hit. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=5[B] | |||
|damage=500, 400*3 (1624) | |||
|reddamage=(1146) | |||
|proration=100% | |||
|circuit=2.8%*4 (11.2%) | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=29 | |||
|active={{Tooltip | text=9| hovertext=1, 2, 2, 4}} | |||
|recovery=8 | |||
|frameAdv=3 | |||
|invuln= | |||
|description=Slow, charged version of 5B. Plus on block, but the long startup limits its usefulness. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~B | |||
|damage=500 | |||
|reddamage=240 | |||
|proration=70% (O) | |||
|circuit=4.2% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=3 | |||
|recovery=29 | |||
|frameAdv=-14 | |||
|invuln= | |||
|description=H-VAki's launcher; basically useless outside of combos. On hit, hold 8 to get a command superjump to continue your combo. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_5c.png | ||
|caption= | |caption=Facekick. | ||
|name= | |name=5C | ||
|data= | |linkname=5C | ||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=624 | |||
|proration=90% (O) | |||
|circuit=7.7% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=9 | |||
|active=6 | |||
|recovery=17 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, even though it knocks them away and wallslams them on air hit. | |||
}} | }} | ||
}} | }} | ||
< | ==== Crouching Normals ==== | ||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | |||
|image=vakiha_2a.png | |||
|caption=Melty Blood 2A. | |||
|name=2A | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB | |||
|damage=350 | |||
|reddamage=144 | |||
|proration=65% (O) | |||
|circuit=2.8% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=L | |||
|startup=4 | |||
|active=3 | |||
|recovery=10 | |||
|frameAdv=-1 | |||
|invuln= | |||
|description=Low-hitting swipe. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=vakiha_2b.png | |image=vakiha_2b.png | ||
|image2=vakiha2b2.png | |||
|image3=vakiha_2b3.png | |||
|caption=Underrated button. | |caption=Underrated button. | ||
|caption2=Sad 2B followup. | |||
|caption3=Gimmick overhead. | |||
|name=2B | |name=2B | ||
|data= | |linkname=2B | ||
|input=2B~2B~2B | |||
|data= | |||
{{AttackData-MB | |||
|version=2B | |||
|damage=250*6 (653) | |||
|reddamage=(460) | |||
|proration=85% (O) | |||
|circuit=2.0%*3 (6.0%) | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=5 | |||
|active={{Tooltip | text=9| hovertext=1, 4, 4}} | |||
|recovery=13 | |||
|frameAdv=-2 | |||
|invuln= | |||
|description=Big, fast 2B with a lot of pushback on hit or block if most of the hits connect. (You can cancel the move within the first few hits to get significantly less pushback, though.) It's a decent abare tool, and can get you to a good spacing fast in pressure. It's also a good button to fight wakeup 5D. However, it doesn't hit low. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~2B | |||
|damage=200*3 (580) | |||
|reddamage=(279) | |||
|proration=100% (O) | |||
|circuit=0.7%*3 (2.1%) | |||
|cancel=-CH- | |||
|guard=LA | |||
|startup={{Tooltip | text=0| hovertext=1 ~ 2f if buffered during 2B's last 2 active frames.}} | |||
|active={{Tooltip | text=5| hovertext=6 on hit/block. 3 hits.}} | |||
|recovery=20 | |||
|frameAdv=-10 ~ -9 | |||
|invuln= | |||
|description=2B's sad followup; hits low, but only cancels into 2BBB and trips on hit, so it's pretty useless. Instantly active if done during 2B's recovery. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~2B~2B | |||
|damage=500 | |||
|reddamage=576 | |||
|proration=75% (O) | |||
|circuit=4.2% | |||
|cancel=J | |||
|guard=HA | |||
|startup=25 | |||
|active=5 | |||
|recovery=16 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Very telegraphed overhead that bounces them on hit; you need to jump cancel to follow it up for any damage. It's technically usable as a gimmicky pressure reset, since it can be jump cancelled for big +f on block—but, since 2BBB is the only thing you can do out of 2BB, the opponent has to be asleep for it to work. The button sees almost no use as a result. | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">2C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_2c.png | ||
|caption= | |caption=Sweep. | ||
|name= | |name=2C | ||
|data= | |linkname=2C | ||
|data= | |||
{{AttackData-MB | |||
|damage=900 | |||
|reddamage=480 | |||
|proration=60% (O) | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=8 | |||
|active=5 | |||
|recovery=20 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=Does everything you'd expect of a sweep. It's situationally useful as an antiair and abare button, and also sees use as a poke. | |||
}} | }} | ||
}} | }} | ||
< | ==== Aerial Normals ==== | ||
===== <span class="invisible-header">j.A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_ja.png | ||
|caption= | |caption=It's a j.A, I guess. | ||
|name= | |name=j.A | ||
|data= | |linkname=j.A | ||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=144 | |||
|proration=72% (O) | |||
|circuit=2.1% | |||
|cancel=SE, N, SP, EX, J | |||
|guard=LHA | |||
|startup=4 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv= | |||
|invuln= | |||
|description=Passable j.A. The boxes by themselves are weak, but on a character as fast as V.Aki, they work fine. Can also be used in airdash mixup (e.g., IAD j.A > j.66 > j.C for high, IAD j.A, land 2A for low). | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">j.B</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_jb.png | ||
|caption= | |caption=Air poke, anyone? | ||
|name= | |name=j.B | ||
|data= | |linkname=j.B | ||
|data= | |||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=336 | |||
|proration=90% (O) | |||
|circuit=4.9% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=6 | |||
|active=7 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff crouchers after an IAD. | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">j.C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=hvakiha_jc.png | ||
|caption= | |caption=God button. | ||
|name= | |name=j.C | ||
|data= | |linkname=j.C | ||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=480 | |||
|proration=90% (O) | |||
|circuit=7.0% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=9 | |||
|active=5 | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff crouchers after an IAD. | |||
}} | }} | ||
}} | }} | ||
< | ==== Command Normals ==== | ||
===== <span class="invisible-header">4C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_4c.png | ||
|caption= | |caption=Another god button. | ||
|name= | |name=4C | ||
|data= | |linkname=4C | ||
|data= | |||
{{AttackData-MB | |||
|damage=500*2 (984) | |||
|reddamage=(661) | |||
|proration=100% | |||
|circuit=3.5%*2 (7.0%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active={{Tooltip | text=4| hovertext=2, 2}} | |||
|recovery=26 | |||
|frameAdv=-10 | |||
|invuln= | |||
|description=The best button HVAkiha has, bar none. Huge, fast, and honestly ignorant. Sure, it has 26f recovery. But it's decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. Learn to love this button. You will be using it a lot. Frame advantage is -12 if only the first hit connects. | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">6C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=vakiha_6c.png | ||
|caption= | |caption=Imouto kick. | ||
|name= | |name=6C | ||
|data= | |linkname=6C | ||
|data= | |||
{{AttackData-MB | |||
|damage=600 | |||
|reddamage=288 | |||
|proration=75% | |||
|circuit=5.6% | |||
|cancel==(SP), (EX) | |||
|guard=H | |||
|startup=25 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Okay overhead. It's cancellable into a command dash on hit, which is crucial for your midscreen BnB. Further, when used after another C normal in pressure (e.g., the string 2AA > 5C > 6C), it will trade with mashing for a full combo, and beat certain options like dodge and F-Koha counter. It's also sometimes used for okizeme when mixed with 5{b} 2a as a low option. | |||
}} | }} | ||
}} | }} | ||
< | === Universal Mechanics === | ||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-VAkiha_Throw.png | ||
|caption= | |caption= | ||
|name= | |name=Ground Throw | ||
|data= | |linkname=Ground Throw | ||
|input=6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=170*7 (1076) | |||
|reddamage=(462) | |||
|proration=100% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=V.Akiha grabs the opponent by the neck and goes into a 7-hit sequence. Untechable knockdown. | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">Air Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-VAkiha_Throw_Air.png | ||
|caption= | |caption= | ||
|name= | |name=Air Throw | ||
|data= | |linkname=Air Throw | ||
|input=j.6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 (Raw)<br>1000 | |||
|reddamage=465 | |||
|proration=100% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=1 | |||
|active=1 | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=V.Akiha takes the opponent to the ground with the power of her legs. As a combo ender it will be untechable but will leave you at a distance. | |||
}} | }} | ||
}} | }} | ||
< | ===== <span class="invisible-header">Shield Counter</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_F-VAkiha_236D.png | ||
|caption= | |image2=MB_H-VAkiha_236D.png | ||
|name= | |image3=MB_F-VAkiha_j.236D.png | ||
|data= | |caption= | ||
|name=Shield Counter | |||
|linkname=Shield Counter | |||
|input=Auto after a successful Shield (Air OK) | |||
|data= | |||
{{AttackData-MB | |||
|version=Standing | |||
|damage=500 (345) | |||
|reddamage=198 | |||
|proration=50% | |||
|circuit=3.5% | |||
|cancel=(SP), (EX), (J) | |||
|guard=LHA | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Same animation as 5BB. | |||
}} | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=Crouching | |||
|damage=1500 (1117) | |||
|reddamage=714 | |||
|proration=50% | |||
|circuit=10.5% | |||
|cancel=(SP), (EX) | |||
|guard=LA | |||
|startup=8 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Same animation as Shield Bunker. | |||
}} | }} | ||
{{AttackData-MB | |||
{{ | |header=no | ||
|version=Aerial | |||
| | |damage=500 (345) | ||
|reddamage=198 | |||
| | |proration=50% | ||
|circuit=3.5% | |||
|cancel= | |||
|guard=HA | |||
|startup=8 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln=Full 1-3 | |||
|description=Same animation as C-Moon j.C. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-VAkiha_214D.png | ||
|caption= | |image2=MB_H-VAkiha_214D.png | ||
|name= | |caption= | ||
|data= | |name=Shield Bunker | ||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|version=Neutral | |||
| | |damage=500 | ||
|reddamage=192 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=25 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |||
|damage=500 | |||
|reddamage=192 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=7 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |||
|description=V.Akiha's shield bunker is a special slide with low to the ground hitboxes. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Blockstun | |||
|damage=0 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=18 | |||
|active=3 | |||
|recovery=22 | |||
|frameAdv=-7 | |||
|invuln= | |||
|description=H-Moon specific reversal bunker. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-VAkiha_CSpark.png | ||
| | |image2=MB_C-VAkiha_CSpark_Air.png | ||
|name= | |name=Circuit Spark | ||
|data= | |linkname=Circuit Spark | ||
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=Ground | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=10 | |||
|active=10 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Strike 1-30 | |||
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air. | |||
}} | }} | ||
}} | }} | ||
=== Special Moves === | === Special Moves === | ||
==== Grounded Specials ==== | |||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | |||
|image=MB_H-VAkiha_236A.png | |||
|image2=MB_H-VAkiha_236B.png | |||
|image3=MB_H-VAkiha_236C.png | |||
|caption= | |||
|name=Plucking Birds | |||
|linkname=236X | |||
|input=236A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=800 | |||
|reddamage=480 | |||
|proration=70% (O) | |||
|circuit=4.2% | |||
|cancel= | |||
|guard=LHA | |||
|startup=40 | |||
|active=2 | |||
|recovery=6 | |||
|frameAdv=13 | |||
|invuln= | |||
|description=* Akiha will jump and spew some short range flame tongues. These are mostly used as resets or at foe's wakeup. You can't combo into or out of (except the EX one) any of these. | |||
{| | Auto TK tongue. Akiha jumps a little and throws a flame tongue.<br> | ||
| | Very slow move (40f startup!) that hops over low moves and is +13 on block. Can be timed to safejump after 623b knockdowns. It's hard to use in pressure because it's so slow, though. | ||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=800 | |||
|reddamage=480 | |||
|proration=70% (O) | |||
|circuit=4.2% | |||
|cancel=-J- | |||
|guard=LHA | |||
|startup=40 | |||
|active=2 | |||
|recovery=6 | |||
|frameAdv=3 | |||
|invuln= | |||
|description=It's kind of like a super backward jump that leaves a tongue.<br> | |||
It won't hit anyone unless they mash big normals. Leaves you with a jump cancel and 2 airdashes. Usable in neutral, and used to autotime some safejumps. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=400*8 (2848) | |||
|reddamage=(1368) | |||
|proration=70% (O) | |||
|circuit=-100.0% | |||
|cancel=-J- | |||
|guard=LHA | |||
|startup={{Tooltip | text=13+25| hovertext=Post-flash startup may vary.}} | |||
|active={{Tooltip | text=28| hovertext=8 hits.}} | |||
|recovery={{Tooltip | text=13+31| hovertext=Full animation.}} | |||
|frameAdv=43 | |||
|invuln= | |||
|description=Akiha jumps high enough so that most normals won't even touch her and shoots a lot of flame tongues.<br> | |||
Useless outside of okizeme. On okizeme, though, it can be used to safejump or visually obscure meaty mixups. If they shield one hit, they're forced to shield the rest, so shields are a free throw. | |||
}} | |||
}} | |||
===== <span class="invisible-header">623X</span> ===== | |||
{{MoveData | |||
|image=MB_C-VAkiha_623A.png | |||
|image2=MB_C-VAkiha_623B.png | |||
|image3=MB_C-VAkiha_623C.png | |||
|name=Brilliant Impetus - Autumn Leaves | |||
|linkname=623X | |||
|input=623A/B/C | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=600, 800 (1282) | |||
|reddamage=(533) | |||
|proration=100% | |||
|circuit=4.2%, 5.6% (9.8%) | |||
|cancel= | |||
|guard=LH, LHA | |||
|startup=6 | |||
|active=3 (7) 4 | |||
|recovery=23 | |||
|frameAdv=-9 | |||
|invuln=High 1-9 | |||
|description=* Not your standard DP. These are very punishable on block/whiff. These don't see much use in neutral and their usage as a reversal tool is limited. All of them give a hard knockdown. | |||
|- | Very reliable anti-air with bleh reward— you only get a mediocre knockdown on hit. Usage is matchup specific. Keeps your dash momentum, oddly enough. | ||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=300, 200, 500, 400 (1279) | |||
|reddamage=(519) | |||
|proration=70% (O) | |||
|circuit=2.45%, 1.4*2, 3.5% (8.7%) | |||
|cancel= | |||
|guard=LH (1-2), LHA (3-4) | |||
|startup=8 | |||
|active={{Tooltip | text=32| hovertext=2 (4) 2 (10) 3 (7) 4}} | |||
|recovery=23 | |||
|frameAdv=-9 | |||
|invuln=Low 1-10 | |||
|description=Low crushes; punishable on block. Can be used as a risky reversal against meaty 2As, but it's mostly a combo tool. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=200, 300*2, 400 (1089) | |||
|reddamage=(577) | |||
|proration=60% (M) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LH (1-2), LHA (3-4) | |||
|startup=6+2 | |||
|active={{Tooltip | text=35| hovertext=2 (4) 2 (13) 3 (7) 4}} | |||
|recovery=23 | |||
|frameAdv=-9 | |||
|invuln=Full 1-10 | |||
|description=A proper DP; active on frame 9, invincible until frame 10. However, it has disgustingly poor vertical reach, and doesn't get too far horizontally before the invuln wears off, either. Prorates very badly. Quite punishable on whiff or block.<br> | |||
Can be used after a high wallslam in some combos to set up 3-way mixup. | |||
}} | |||
}} | |||
===== <span class="invisible-header">214X</span> ===== | |||
{{MoveData | |||
|image=MB_C-VAkiha_214A.png | |||
|image2=MB_C-VAkiha_214B.png | |||
|image3=MB_C-VAkiha_214C.png | |||
|name=Piercing the Moon<br>(EX: Piercing the Waxing Moon) | |||
|linkname=214X | |||
|input=214A/[A]/B/[B]/C | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=A/B | |||
|damage=400*3 (1009) | |||
|reddamage=(531) | |||
|proration=80% (O) | |||
|circuit=2.1%*3 (6.3%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=20 | |||
|active={{Tooltip | text=22| hovertext=3 hits, overlapping hitboxes.}} | |||
|recovery=13 | |||
|frameAdv=-14 ~ 0 | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=[A]/[B] | |||
|damage=400*5 (1578) | |||
|reddamage=(830) | |||
|proration=80% (O) | |||
|circuit=2.1%*5 (10.5%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=28 | |||
|active=X {{Tooltip | text=(64)| hovertext=8 (6) 8 (7) 8 (5) 8 (6) 8}} | |||
|recovery=35 | |||
|frameAdv=-14 ~ 42 | |||
|invuln= | |||
|description=* Spawns a slowly advancing row of pillars. Useful as a zoning tool, or a situational anti-air; can also be used to end pressure reasonably safely (if uncharged) or to riskily reset pressure with big plus frames (if charged). Very situationally useful as okizeme post airthrow. | |||
'''A:''' Spawns three pillars in front of you; neutral on block if spaced correctly. This is the version you usually anti-air with.<br> | |||
'''[A]:''' Spawns six pillars in front of you. Primarily used as risky zoning or a risky pressure reset. | |||
'''B:''' Exactly the same as A except the pillars start just after the range of uncharged A. Adjust use accordingly.<br> | |||
'''[B]:''' Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
* | |version=EX | ||
|damage=280*15 (2497) | |||
|reddamage=(1716) | |||
|proration=96% (M)*15 | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=2+32 | |||
|active=X {{Tooltip | text=(118)| hovertext=15 hits, overlapping hitboxes.}} | |||
|recovery=29 | |||
|frameAdv=-8 ~ 90 | |||
|invuln=Full 1-9 | |||
|description=Slow startup, and the pillars spawn very close to you, and move very slowly ,for a very long time. It has some invincible frames on startup, but doesn't really work as a reversal or anti-air. It's mainly used as a meter dump in neutral to avoid heat, provided you won't get punished. | |||
}} | |||
}} | |||
* | ===== <span class="invisible-header">22X</span> ===== | ||
* | {{MoveData | ||
* | |image=MB_H-Akiha_22A.png | ||
|image2=MB_H-Akiha_22B.png | |||
|image3=MB_H-Akiha_22C.png | |||
|caption= | |||
|name=Maximizing Beasts | |||
|linkname=22X | |||
|input=22A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=300*3 (802) | |||
|reddamage=(306) | |||
|proration=100% | |||
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}} | |||
|cancel= | |||
|guard=LHA | |||
|startup=39 | |||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |||
|recovery=9 | |||
|frameAdv=32 | |||
|invuln=Low 12-33 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=300*3 (802) | |||
|reddamage=(306) | |||
|proration=100% | |||
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}} | |||
|cancel= | |||
|guard=LHA | |||
|startup=44 | |||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |||
|recovery=12 | |||
|frameAdv=29 | |||
|invuln=Low 17-41 | |||
|description=* An auto-detonating pit that is very plus on block; it's used primarily for zoning and safe okizeme. Somewhat frustratingly, the pits aren't very active; for the A and B versions, each of the three pit ticks is a single frame, and for the EX version, each tick is active for maybe 3 frames. | |||
* Note that air pits are jump and forward airdash cancellable; furthermore, they have a lot less recovery than the ground pits when TK'd. (In fact, they don't even have any landing recovery.) This makes the ground version pits basically useless. See [[#j.22X]] for air version data. | |||
'''A:''' The pit appears below VAkiha. The air version pops you up slightly, but keeps your momentum. The last hit drains some small amount of meter on block.<br> | |||
'''B:''' Almost exactly the same as A, but B pit appears where the A pit ends. Note also that the air version does not pop you up, unlike A. | |||
}} | |||
* | {{AttackData-MB | ||
|header=no | |||
|version=EX | |||
|damage=300*5 (1270) | |||
|reddamage=(813) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=2+36 | |||
|active=X {{Tooltip | text=(17)| hovertext=5 hits.}} | |||
|recovery=11 | |||
|frameAdv=50 | |||
|invuln=Full 1-9, Low 10-31 | |||
|description=Same as B, but has 5 ticks instead of 3, and the ticks are no longer active for a single frame (17f total active frames, versus 3). This makes it much more forgiving to time as okizeme. | |||
}} | |||
}} | |||
|} | ==== Aerial Specials ==== | ||
===== <span class="invisible-header">j.236X</span> ===== | |||
{{MoveData | |||
|image=MB_H-VAkiha_j.236AB.png | |||
|image2=MB_H-VAkiha_j.236C.png | |||
|caption= | |||
|name=Brilliant Impetus - Temporary String | |||
|linkname=j.236X | |||
|input=j.236A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=1200 | |||
|reddamage=960 | |||
|proration=70% (O) | |||
|circuit=8.4% | |||
|cancel= | |||
|guard=LHA | |||
|startup=55 | |||
|active=5 | |||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=* Spawns a red web that explodes after a set time. It's unshieldable, and very plus, but not very active. These are mostly TK'd; if you 66 then TK, you'll drop straight down instead of jutting backwards like you usually would. | |||
=== | Stops you in the air before leaving a mine, then VAki drops at a fixed angle and speed. <br> | ||
A Web is mostly TK'd and used for okizeme. Meatying with web is strong, safe, and gives you ample plsu frames to continue pressure. Do 66 TK A Web for a throw setup. You land next to them and can throw them after they get up; the web goes off during the throw and adds to your throw damage).<br> | |||
Not jump cancellable so don't do it high in the air. | |||
| | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=1200 | |||
|reddamage=960 | |||
|proration=70% (O) | |||
|circuit=8.4% | |||
|cancel= | |||
|guard=LHA | |||
|startup=58 | |||
|active=5 | |||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Keeps your momentum in the startup. After leaving the mine you'll drop in a fixed angle that goes back.<br> | |||
Useful in some autotimed safejump setups.<br> | |||
You keep your air options after doing it so it's somewhat usable in neutral. Can also use it to bail if you overextend pressure. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=2000 | |||
|reddamage=1344 | |||
|proration=70% (O) | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=2+49 | |||
|active=5 | |||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Same as A, except it does more damage and has a slightly faster startup (4f faster). | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.22X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_H-VAkiha_22A.png | ||
|caption= | |image2=MB_H-VAkiha_22B.png | ||
|name= | |image3=MB_H-VAkiha_22C.png | ||
|linkname= | |caption= | ||
|input= | |name=Maximizing Beasts (Air) | ||
|linkname=j.22X | |||
|input=j.22A/B/C | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |version=A/B | ||
|reddamage= | |damage=300*3 (802) | ||
|proration= | |reddamage=(306) | ||
|circuit= | |proration=100% | ||
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}} | |||
|cancel= | |||
|guard=LHA | |||
|startup=37 | |||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |||
|recovery=1 | |||
|frameAdv=41 | |||
|invuln=Low 10-X | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=300*5 (1270) | |||
|reddamage=(813) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |cancel= | ||
|guard= | |guard=LHA | ||
|startup= | |startup=2+36 | ||
|active= | |active=X {{Tooltip | text=(17)| hovertext=5 hits.}} | ||
|recovery= | |recovery=4 | ||
|frameAdv= | |frameAdv=59 | ||
|invuln= | |invuln=Full 1-9, Low 10-X | ||
|description= | |description=* Data on H-VAkiha's aerial pits. | ||
}} | }} | ||
}} | }} | ||
=== Arc Drive === | |||
=== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C-VAkiha_AD.png | ||
|caption= | |caption= | ||
|name= | |name=Red Mistress - Ubiquitous | ||
|linkname= | |linkname=Arc Drive | ||
|input= | |input=41236C during MAX/Heat | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=650*10 (2813) | ||
|reddamage= | |reddamage=(1663) | ||
|proration= | |proration=50% (O) | ||
|circuit= | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard= | |guard=LHA | ||
|startup= | |startup=3+5 | ||
|active= | |active={{Tooltip | text=24| hovertext=10 hits.}} | ||
|recovery= | |recovery=62 | ||
|frameAdv= | |frameAdv=-40 | ||
|invuln= | |invuln=Full 1-41 | ||
|description= | |description=Akiha shoots an almost, but not quite, fullscreen laser from her eyes. Has some invincible frames at the startup so it can be used as a reversal, but it's easily punishable on block done up close and it'll end your heat. Also used as a fullscreen punish. | ||
Believe it or not, this move whiffs on most crouchers. | |||
}} | }} | ||
}} | }} | ||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Revision as of 07:03, 10 January 2021
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
H-V.Akiha Match Video Database
Melty Bits: H-V.Akiha
Players to watch/ask
JP:
NA:
- ?
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Setplay
Knockdown times
This data was collected manually using framestep. The height of the opponent affects the frame advantage. More height equals more advantage. The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.
Please, take this as a ROUGH estimate and not as fixed absolute values.
Move | Frame advantage |
---|---|
2c | 45f or 71f if jump cancelled. |
623b | 63f |
623c | 71f or 109f if jump cancelled. |
623a | 18f |
Throw | 39f |
Combo AT | 12f |
Golden AT | 57f or 80f if jump cancelled |
2d | 47f |
Guard cancel bunker | 55f |
Defense
place text here*
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
All damage values were calculated on V.Sion using the third momiji loop where applicable. For 5A6AA combos, lowest damage values are calculated starting with 2A > 5C > 4C while highest damage is calculated using j.C, 5B > 5C > 4C
You should always go for the okizeme ender unless you want to end the round.
Non-Situational Combos
- 6AA loop combos are NOT recommended to do.
The Momiji Loop
- If you miss one hit of 623B while doing these (i.e you started it too far away) following up with 4C won't work. Use 5B or 2B instead.
Situational Combos
OTG
I don't really know what would you use these for, but I guess it's good to know. You can put a 623C somewhere if you want to relaunch them for better oki.
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5B
5B/[B]~B |
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5C
Crouching Normals
2A
2B
2B
2B~2B~2B |
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2C
Aerial Normals
j.A
j.B
j.C
Command Normals
4C
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Circuit Spark
Special Moves
Grounded Specials
236X
Plucking Birds
236A/B/C |
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623X
214X
Piercing the Moon
(EX: Piercing the Waxing Moon) 214A/[A]/B/[B]/C |
---|
22X
Maximizing Beasts
22A/B/C |
---|
Aerial Specials
j.236X
Brilliant Impetus - Temporary String
j.236A/B/C |
---|
j.22X
Maximizing Beasts (Air)
j.22A/B/C |
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Arc Drive
Red Mistress - Ubiquitous
41236C during MAX/Heat |
---|