Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions

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(Combo/Movelist revamp, formatting changes.)
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{{TOClimit|3}}
{{TOClimit|3}}
== Character Page Progress ==
== Character Page Progress ==
{{#lst:Melty_Blood/MBAACC:Roadmap|Template}}
{{#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>
Be sure to check this [https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/ article] about H-VAkiha on Drunkard Shade
[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)]
! Romanization !! Japanese name
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=tsubasa%20(%E7%BF%BC)&netplay=0&page=1 Tsubasa ()]
|-
*[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)]
| Hato || はと
*[http://melty.games/?p1m=h&p1c=vakiha&p1n=kata%20(%E3%81%8B%E3%81%9F)&netplay=0&page=1 Kata (かた)]
|- style="background:#EEEEEE"
*[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)]
| Tsubasa ||
*[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)]
|-
 
| Shizuoka || しずおか/静岡
'''NA:'''
|- style="background:#EEEEEE"
* ?
| Shuu || しゅう
|-
| Kata || かた
|- style="background:#EEEEEE"
| Satoken || さとけん
|-
| Yukichi  || ゆきち
|}


== 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 > '''[''' 5B > 2C > (2A whiff) > 4C > 623B ''']x2''
|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 > dash cancel > delay > '''[''' 5B > 2C > (2A whiff) > 4C > 623B ''']x3''
|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 > 4C > 5C > delay > 2C > delay > 5A6AA > 2C > 2A whiff > 4C > 623B '''[''' 4C > 2C > 623B ''']x2''
|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 6aa combos, damage 1 values are calculated starting with 2a 5c 4c while damage 2 values are calculated using j.c 5b 5c 4c'''''
'''''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.


*'''xx'''
=== Non-Situational Combos ===
:Stands for a link
* 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
}}


*'''66'''
<!-- Optimized Combos -->
:A dash cancel
{{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
}}


*'''(w)'''
<!-- 6AA Loop Combos -->
:Whiffed normal
{{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.
}}
}}


*'''( )'''
:Optional move


=== Non situational combos ===
=== 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.


<table border=1px cellspacing=0>
{{CollapsingComboTable-MB
  <tr>
|data=
<th bgcolor="#DDDDFF"> Inputs </th>
{{CollapsingComboData-MB
<th bgcolor="#DDDDFF"> Damage / Meter 1</th>
|condition=Momiji Loop #1
<th bgcolor="#DDDDFF"> Damage / Meter 2</th>
|characters=
<th bgcolor="#DDDDFF"> Notes </th>
|damage=
  </tr>
|metergen=31.4%
  <tr>
|metero=
<th colspan="6" bgcolor="#EEEEFF"> Basic </th>
|link=
  </tr>
|input=*4C > 623B, 4C > 623B
  <tr>
|simput=
<td> 2a 5c 4c 5b 2c 623b -> momiji loop </td>
|note=The most basic one.
<td> 4641 / 85% </td>
}}
<td> N/A </td>
{{CollapsingComboData-MB
<td> Basic corner combo from 2a.</td>
|condition=Momiji Loop #2
  </tr>
|character=
  <tr>
|damage=
<td> etc -> 5a 6aa 4c 2c 623b -> momiji loop </td>
|metergen=46.5%
<td> 4564 / 103.2% </td>
|metero=
<td> 6116 / 111.5% </td>
|link=
<td> Its range is about 1/2 of the stage to the corner</td>
|input=*4C > delay 2C > 623B, 4C > 2C > delay 5BB > 623B
  </tr>
|simput=
  <tr>
|note=You can do 5BB > 623B twice but it will prorate a lot.
<td> etc -> 5a 6aa 6c 66 delay 4c 2c 623b -> momiji loop </td>
}}
<td> 4449 / 114% </td>
{{CollapsingComboData-MB
<td> </td>
|condition=Momiji Loop #3
<td> Corner carry from anywhere except near the corner</td>
|character=
  </tr>
|damage=
  <tr>
|metergen=51.0%
<th colspan="6" bgcolor="#EEEEFF"> Optimized </th>
|metero=
  </tr>
|link=
  <tr>
|input=* 5B > 2C > 2A(w) > 4C > 623B, 5B > 2C > 2A(w) > 4C > 623B
<td> etc -> 5a 6aa xx 5b 2c 2a(w) delay 4c 623b -> momiji loop </td>
|simput=
<td> 4657 / 107.3% </td>
|note=Whiffing 2a is optional. It doesn't change anything but the timing.
<td> 6226 / 115.7% </td>
}}
<td> It carries significantly farther than its respective basic version </td>
{{CollapsingComboData-MB
  </tr>
|condition=Momiji Loop #4
  <tr>
|characters=
<td> etc -> 5a 6aa xx 5b 2c delay 5c 4c 623b -> momiji loop</td>
|damage=
<td> 4896 / 115% </td>
|metergen=80.1%
<td> 6327 / 123.4% </td>
|metero=
<td> Does not work near the corner </td>
|link=
  </tr>
|input=*5B > 2C > 5A(w), 2A > 2C > delay 4C > 623B, 5B > 2C > 5A(w)6AA, 2C > 4C > 5BB > 623B
  <tr>
|simput=
<td> etc -> 5a 6aa 6c 66 wait 5b 2c delay 5c 4c 623b -> momiji loop </td>
|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.
<td> 4486 / 120.6% </td>
}}
<td> 6059 / 129% </td>
}}
<td> Requires more space to the corner than its basic version</td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> 6aa loops (NOT recommended) </th>
  </tr>
  <tr>
<td> etc -> 5a 6aa 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop</td>
<td> 4546 / 127.7% </td>
<td> 6108 / 136.1% </td>
<td> Does not work near the corner. 6aa should hit as late as possible</td>
  </tr>
  <tr>
<td> etc -> 5a 6aa 6c 66 delay 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop </td>
<td> 4388 / 133.3% </td>
<td> 6119 / 141.7% </td>
<td> Requires a lot of space </td>
  </tr>
  <tr>
<td> etc -> 5a 6aa xx 5b/4c 5c 2c 5a(w) 6aa xx 2c { delay 5c or a non-delayed 2a(w) } 4c 623b -> momiji loop </td>
<td> 4847 / 142.3% </td>
<td> 6392 / 150.7% </td>
<td> Probably worth practicing for the meter and damage. If you end up too close omit the 5c at the end.</td>
  </tr>
</table>


=== The momiji loop ===
=== Situational Combos ===
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=
<!-- 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.
}}


<table border=1px cellspacing=0>
<!-- Crouching Shield Counter -->
  <tr>
{{CollapsingComboData-MB
<th bgcolor="#DDDDFF"> Inputs </th>
|condition=Crouching Shield Counter
<th bgcolor="#DDDDFF"> Meter </th>
|characters=
<th bgcolor="#DDDDFF"> Notes </th>
|damage=3670
  </tr>
|metergen=69.7%
  <tr>
|metero=
<td> 4c 623b 4c 623b </td>
|link=
<td> 31.4% </td>
|input=*2D > 623B > (Momiji Loop^)
<td> The most basic one </td>
|simput=
  </tr>
|note=If you aren't near the corner prefer the 2D knockdown instead.
  <tr>
}}
<td> 4c delay 2c 623b 4c 2c delay 5bb 623b </td>
{{CollapsingComboData-MB
<td> 46.5% </td>
|condition=Crouching Shield Counter<br>(100% meter)
<td> You can do 5bb 623b twice but it will prorate a lot</td>
|characters=
  </tr>
|damage=
  <tr>
|metergen=
<td> 5b 2c 2a(w) 4c 623b 5b 2c 2a(w) 4c 623b </td>
|metero=
<td> 51% </td>
|link=
<td> Whiffing 2a is optional. It doesn't change anything but the timing </td>
|input=*2D > delay 623C, 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep))
  </tr>
|simput=
  <tr>
|note=Metered fullscreen corner carry.
<td> 5b 2c 5a(w) xx 2a 2c delay 4c 623b 5b 2c 5a(w) 6aa 2c 4c 5bb 623b </td>
}}
<td> 80.1% </td>
{{CollapsingComboData-MB
<td> 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 </td>
|condition=Crouching Shield Counter<br>(HEAT mode)
  </tr>
|characters=
</table>
|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.  
}}


=== Situational combos ===
<!-- 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
}}


<table border=1px cellspacing=0>
<!-- Corner 6C -->
  <tr>
{{CollapsingComboData-MB
<th bgcolor="#DDDDFF"> Inputs </th>
|condition=Corner 6C
<th bgcolor="#DDDDFF"> Damage / Meter</th>
|characters=
<th bgcolor="#DDDDFF"> Notes </th>
|damage=
  </tr>
|metergen=
  <tr>
|metero=
<th colspan="6" bgcolor="#EEEEFF"> High shield counter / Air counter hits <br> The damage was calculated starting from shield counter instead of an air CH.</th>
|link=
  </tr>
|input=*6C, 2C > 2A(w) > 4C > 623B > (Momiji Loop^)
  <tr>
|simput=
<td> 2c 5bb hold 8 j.b j.c 9 j.b j.c AT </td>
|note=
<td> 2633 / 45.5% </td>
}}
<td> Easy if you do j.c j.b 9 j.b j.c instead, otherwise it's not worth it. </td>
{{CollapsingComboData-MB
  </tr>
|condition=Corner 6C
  <tr>
|characters=
<td> (2c) 5b (5c) 4c 9 (j.a) bc 9 (j.a) j.bc AT </td>
|damage=
<td> 3056 / 60.1% </td>
|metergen=
<td> j.a's are not doable if you decide to use 5c. </td>
|metero=
  </tr>
|link=
  <tr>
|input=*6C > 66 (cross-under) > 2A(w) > 5C > 2C > 5A6AA > 6C > 66 > 2C > 623B > (Momiji Loop^)
<td> 4c 5c 2c 5a(w) 6aa xx 2c (delay 5c 4c) 623b -> momiji loop </td>
|simput=
<td> </td>
|note=
<td> Only do the optional moves if you aren't close enough to the corner </td>
}}
  </tr>
  <tr>
<td> 5c 4c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop  </td>
<td> </td>
<td> Full corner carry version </td>
  </tr>
  <tr>
<td> 5b 2c delay 4c -> momiji loop  </td>
<td> 3311 / 77.3% </td>
<td> Only possible near the corner. You can omit everything but 2c </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Low shield counter </th>
  </tr>
  <tr>
<td> 2d -> 623b -> momiji loop </td>
<td> 3670 / 69.7% </td>
<td> If you aren't near the corner prefer the 2d knockdown instead. </td>
  </tr>
  <tr>
<td> 2d -> delay 623c 5b 2c 5c 4c 623b -> momiji loop (1 rep) </td>
<td> </td>
<td> Metered fullscreen corner carry </td>
  </tr>
  <tr>
<td> 2d -> 41236c </td>
<td> 3419 </td>
<td> Very situational but it's the biggest damage you can get from a low shield counter if you can't go for the loop. </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Golden/Raw air throw </th>
  </tr>
  <tr>
<td> 2a 2c 5bb sj8 j.b j.c 9 (j.b) j.c AT </td>
<td> 2988 / 36.4% </td>
<td> Basic damage confirm that works everywhere. </td>
  </tr>
  <tr>
<td> 2a delay 2c 623b -> momiji loop </td>
<td> 3292 / 64% </td>
<td> Works only near the corner. </td>
  </tr>
  <tr>
<td> 2a 5c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop </td>
<td> </td>
<td> Easy, but doesn't work on some characters. </td>
  </tr>
  <tr>
<td> 5a 2c 2a(w) xx 2a 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop </td>
<td> </td>
<td> https://www.youtube.com/watch?v=jiEEQD2y4ec </td>
  </tr>
  <tr>
<td> 5a 2c 2a(w) xx 2a 2c 5a(w) 6aa xx 2c 2a(w) 2a 5c IADc j.c land 9 j.b j.c 9 j.b j.c AT </td>
<td> 3601 / 79.8% </td>
<td> Damage variation of the one above. </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Standing overhead in the corner </th>
  </tr>
  <tr>
<td> 2c 2a(w) 4c 623b -> momiji loop </td>
<td> </td>
<td> </td>
  </tr>
  <tr>
<td> 66 cross under sideswitch 2a(w) 5c 2c 5a 6aa 6c 66 2c 623b -> momiji loop </td>
<td> </td>
<td> </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> 2bbb </th>
  </tr>
  <tr>
<td> 2bbb j.IAD cancel j.c land 9 j.b j.c 9 j.c AT </td>
<td> 3185 / 28.0% </td>
<td> I hope you aren't planning to hit anyone with this. </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Reversal 623c </th>
  </tr>
  <tr>
<td> 623c 4c 2c 623b -> momiji loop (1 rep) </td>
<td> 3448 / 18% </td>
<td> Unstable. Not full corner carry. </td>
  </tr>
  <tr>
<td> 623c 4c 2c 5a(w) 6aa 2c 623b -> momiji loop (1 rep) </td>
<td> </td>
<td> Unstable. Full corner carry. 6aa should hit as late as possible </td>
  </tr>
  <tr>
<td> 623c j.66 delay j.c(w) land 5b 2c 5c 4c 623b -> momiji loop (1 rep) </td>
<td> </td>
<td> Full corner carry. Recommended </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Air pit confirms </th>
  </tr>
  <tr>
<td> 5b delay 5c 4c 9 j.b j.c 9 j.b j.c AT </td>
<td> 5020 </td>
<td> Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5c </td>
  </tr>
  <tr>
<td> (5b/4c) 5c 2c 5(w) 6aa (delay 6c 66) 2c 623b -> momiji loop </td>
<td> 3448 / 18% </td>
<td> </td>
  </tr>
  <tr>
<td> j.66 j.c land (5c) 4c 9 j.b j.c 9 j.b j.c </td>
<td> 5263 / 52.6% </td>
<td> Avoid double super jumps. </td>
  </tr>
  <tr>
<th colspan="6" bgcolor="#EEEEFF"> Far j.a (uncomboable without j.66) </th>
  </tr>
  <tr>
<td> j.a j.66 j.a sj9 delay j.aa j.66 (j.a) AT </td>
<td> </td>
<td> </td>
  </tr>
  <tr>
<td> j.a j.66 j.a j.b land rejump 8 j.b sj9 j.c AT </td>
<td> </td>
<td> </td>
  </tr>
</table>


=== OTG ===
<!-- 2BBB -->
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.
{{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.
}}


*'''2aaaaa 5bb 4c 5c 5a 6a 2b'''
<!-- 623C Reversal -->
:Probably the longest OTG string possible.
{{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.
}}


== Setplay ==
<!-- j.22X Confirm -->
=== Knockdown times ===
{{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.
}}


This data was collected manually using framestep.  
<!-- Far j.A -->
The height of the opponent affects the frame advantage. More height equals more advantage.
{{CollapsingComboData-MB
The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.
|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=
}}
}}


Please, take this as a '''ROUGH''' estimate and not as fixed absolute values.


{|
=== 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 !! 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
|}


== Move Descriptions ==
{{CollapsingComboTable-MB
=== Normal Moves ===
 
{{MoveData
|image=vakiha_2a.png
|caption=Melty Blood 2A.
|name=2A
|data=
|data=
{{AttackData-MB
{{CollapsingComboData-MB
|damage=350
|condition=OTG
|reddamage=150
|characters=
|proration=Absolute: 65%
|damage=
|circuit=4.0%
|metergen=
|cancel= SE, SP, EX, (J), N
|metero=
|guard=L
|link=
|startup=4
|input=* 2A*5 > 5BB > 4C > 5C > 5A6A > 2B
|active=3
|simput=
|recovery=10
|note=Probably the longest OTG string possible.
|frameAdv=-1
|invuln=
|
|description=Standard-issue 2A. Your low of choice, and a decent abare and pressure tool.
}}
}}
}}
}}


<br/>
== 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
{{AttackData-MB
|input=5A~6A~6A
|damage=300
|data=  
|reddamage=120
{{AttackData-MB  
|proration=Absolute: 75%
|version=5A
|circuit=3.0%
|damage=300
|cancel= SE, SP, EX, (J), N
|reddamage=115
|guard=HL
|proration=75% (O)
|startup=4
|circuit=2.1%  
|active=3
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)
|recovery=8
|guard=LH
|frameAdv=+1
|startup=4
|invuln=-
|active=3
|
|recovery=8
|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 HVAkiha pressure at close range.
|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=hvakiha_6a.png
|image=vakiha_5b.png
|caption=Staggers, anyone?
|image2=vakiha_5bBE.png
|name=6A
|image3=vakiha_5bb.png
|data=
|caption=Pressure machine.
{{AttackData-MB
|caption2=An option, I guess.
|damage=300
|caption3=Launcher.
|reddamage=120
|name=5B
|proration=Absolute: 75%
|linkname=5B
|circuit=3.0%
|input=5B/[B]~B
|cancel= SE, SP, EX, (J), N
|data=  
|guard=HL
{{AttackData-MB  
|startup=7
|version=5B
|active=4
|damage=550
|recovery=16
|reddamage=384
|frameAdv=-5
|proration=100%
|invuln=-
|circuit=4.2%  
|
|cancel=N, SP, -CH-, EX, (J)
|description=Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure.
|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=hvakiha_6aa.png
|image=vakiha_5c.png
|caption=BNB filler.
|caption=Facekick.
|name=6AA
|name=5C
|data=
|linkname=5C
{{AttackData-MB
|data=  
|damage=300
{{AttackData-MB  
|reddamage=120
|damage=1000
|proration=Absolute: 75%
|reddamage=624
|circuit=3.0%
|proration=90% (O)
|cancel= SE, SP, EX, (J)
|circuit=7.7%  
|guard=HL
|cancel=N, SP, EX, (J)
|startup=9
|guard=LH
|active=4
|startup=9
|recovery=15
|active=6
|frameAdv=-1
|recovery=17
|invuln=-
|frameAdv=-5
|
|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.
|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.
}}
}}
}}
}}


<br/>
==== Crouching Normals ====
 
===== <span class="invisible-header">2A</span> =====
<br/>
{{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
{{AttackData-MB
|input=2B~2B~2B
|damage=500
|data=  
|reddamage=260
{{AttackData-MB  
|proration=Absolute: 85%
|version=2B
|circuit=5.0%
|damage=250*6 (653)
|cancel= SP, EX, (J), N
|reddamage=(460)
|guard=HL
|proration=85% (O)
|startup=5
|circuit=2.0%*3 (6.0%)
|active=9
|cancel=N, SP, -CH-, EX, (J)
|recovery=13
|guard=LH
|frameAdv=-2
|startup=5
|invuln=
|active={{Tooltip | text=9| hovertext=1, 4, 4}}
|
|recovery=13
|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.  
|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.
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">2C</span> =====
 
{{MoveData
{{MoveData
|image=vakiha2b2.png
|image=vakiha_2c.png
|caption=Sad 2b followup.
|caption=Sweep.
|name=2BB
|name=2C
|data=
|linkname=2C
{{AttackData-MB
|data=  
|damage=400
{{AttackData-MB  
|reddamage=400
|damage=900
|proration=100%
|reddamage=480
|circuit=4.0%
|proration=60% (O)
|cancel= SP, EX, (J), N
|circuit=5.6%  
|guard=LA
|cancel=N, SP, EX, (J)
|startup=0*
|guard=L
|active=5
|startup=8
|recovery=20
|active=5
|frameAdv=-10
|recovery=20
|invuln=
|frameAdv=-7
|
|invuln=
|description=2B's sad followup; hits low, but only cancels into 2BBB and trips on hit, so it's pretty useless. *Startup assumes you cancel into 2BB within the first 7 active frames of 2B.  
|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.
}}
}}
}}
}}


<br/>
==== Aerial Normals ====
 
===== <span class="invisible-header">j.A</span> =====
{{MoveData
{{MoveData
|image=vakiha_2b3.png
|image=vakiha_ja.png
|caption=Gimmick overhead.
|caption=It's a j.A, I guess.
|name=2BBB
|name=j.A
|data=
|linkname=j.A
{{AttackData-MB
|data=  
|damage=500
{{AttackData-MB  
|reddamage=600
|damage=300
|proration=Absolute: 75%
|reddamage=144
|circuit=+6.0%
|proration=72% (O)
|cancel= J
|circuit=2.1%  
|guard=HA
|cancel=SE, N, SP, EX, J
|startup=25
|guard=LHA
|active=5
|startup=4
|recovery=16
|active=4
|frameAdv= +18 if JC, -3
|recovery=10
|invuln=
|frameAdv=
|
|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.
|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).
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">j.B</span> =====
 
{{MoveData
{{MoveData
|image=vakiha_5b.png
|image=vakiha_jb.png
|caption=Pressure machine.
|caption=Air poke, anyone?
|name=5B
|name=j.B
|data=
|linkname=j.B
{{AttackData-MB
|data=  
|damage=650
{{AttackData-MB  
|reddamage=400
|damage=700
|proration=100%
|reddamage=336
|circuit=6.0%
|proration=90% (O)
|cancel= SP, EX, (J), N
|circuit=4.9%  
|guard=HL
|cancel=N, SP, EX, J
|startup=6  
|guard=HA
|active=4
|startup=6
|recovery=12
|active=7
|frameAdv=-1
|recovery=
|invuln=
|frameAdv=
|
|invuln=
|description=The backbone of HVAki 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.
|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.
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">j.C</span> =====
 
{{MoveData
{{MoveData
|image=vakiha_5bb.png
|image=hvakiha_jc.png
|caption=Launcher.
|caption=God button.
|name=5BB
|name=j.C
|data=
|linkname=j.C
{{AttackData-MB
|data=  
|damage=400
{{AttackData-MB
|reddamage=200
|damage=1000
|proration=Absolute: 70%
|reddamage=480
|circuit=2.0%
|proration=90% (O)
|cancel= SP, EX, (J), N
|circuit=7.0%  
|guard=HL
|cancel=N, SP, EX, J
|startup=7
|guard=HA
|active=3
|startup=9
|recovery=29
|active=5
|frameAdv=-14
|recovery=
|invuln=
|frameAdv=
|
|invuln=
|description=HVAki's launcher; basically useless outside of combos. On hit, hold 8 to get a command superjump to continue your combo.
|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.
}}
}}
}}
}}


<br/>
==== Command Normals ====
 
===== <span class="invisible-header">4C</span> =====
{{MoveData
{{MoveData
|image=vakiha_5bBE.png
|image=vakiha_4c.png
|caption=An option, I guess.
|caption=Another god button.
|name=5[B]
|name=4C
|data=
|linkname=4C
{{AttackData-MB
|data=  
|damage=650 x3
{{AttackData-MB  
|reddamage=400 x3
|damage=500*2 (984)
|proration=100%
|reddamage=(661)
|circuit=3.0% x3
|proration=100%
|cancel= SP, EX, (J), N
|circuit=3.5%*2 (7.0%)
|guard=HL
|cancel=N, SP, EX, (J)
|startup=29
|guard=LH
|active=9
|startup=7
|recovery=8
|active={{Tooltip | text=4| hovertext=2, 2}}
|frameAdv=+3
|recovery=26
|invuln=
|frameAdv=-10
|
|invuln=
|description=Slow, charged version of 5B. Plus on block, but the long startup limits its usefulness.
|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.
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">6C</span> =====
 
{{MoveData
{{MoveData
|image=vakiha_2c.png
|image=vakiha_6c.png
|caption=Sweep.
|caption=Imouto kick.
|name=2C
|name=6C
|data=
|linkname=6C
{{AttackData-MB
|data=  
|damage=900
{{AttackData-MB  
|reddamage=500
|damage=600
|proration=Relative: 55%
|reddamage=288
|circuit=7.0%
|proration=75%
|cancel= SP, EX, (J), N
|circuit=5.6%
|guard=L
|cancel==(SP), (EX)
|startup=8
|guard=H
|active=5
|startup=25
|recovery=20
|active=4
|frameAdv=-7
|recovery=18
|invuln=
|frameAdv=-4
|
|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.
|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.  
}}
}}
}}
}}


<br/>
=== Universal Mechanics ===
 
===== <span class="invisible-header">Ground Throw</span> =====
{{MoveData
{{MoveData
|image=vakiha_5c.png
|image=MB_C-VAkiha_Throw.png
|caption=Facekick.
|caption=
|name=5C
|name=Ground Throw
|data=
|linkname=Ground Throw
{{AttackData-MB
|input=6/4A+D
|damage=1000
|data=  
|reddamage=700
{{AttackData-MB  
|proration=Relative: 90%
|damage=170*7 (1076)
|circuit=8.0%
|reddamage=(462)
|cancel= SP, EX, (J), N
|proration=100%  
|guard=HL
|circuit=0.0%
|startup=9
|cancel=
|active=6
|guard=U
|recovery=17
|startup=2
|frameAdv=-5
|active=1
|invuln=
|recovery=20
|
|frameAdv=
|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.
|invuln=
|description=V.Akiha grabs the opponent by the neck and goes into a 7-hit sequence. Untechable knockdown.
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">Air Throw</span> =====
 
{{MoveData
{{MoveData
|image=vakiha_4c.png
|image=MB_C-VAkiha_Throw_Air.png
|caption=God button.
|caption=
|name=4C
|name=Air Throw
|data=
|linkname=Air Throw
{{AttackData-MB
|input=j.6/4A+D
|damage=1000
|data=  
|reddamage=700
{{AttackData-MB  
|proration=Relative: 80%
|damage=1600 (Raw)<br>1000
|circuit=16.0%
|reddamage=465
|cancel= SP, EX, (J), N
|proration=100%  
|guard=HL
|circuit=0.0%
|startup=7
|cancel=
|active=4
|guard=U
|recovery=26
|startup=1
|frameAdv=-10*
|active=1
|invuln=
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|
|frameAdv=
|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.
|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.  
}}
}}
}}
}}


<br/>
===== <span class="invisible-header">Shield Counter</span> =====
 
{{MoveData
{{MoveData
|image=vakiha_6c.png
|image=MB_F-VAkiha_236D.png
|caption=Imouto kick.
|image2=MB_H-VAkiha_236D.png
|name=6C
|image3=MB_F-VAkiha_j.236D.png
|data=
|caption=
{{AttackData-MB
|name=Shield Counter
|damage=600
|linkname=Shield Counter
|reddamage=400
|input=Auto after a successful Shield (Air OK)
|proration=Relative: 80%
|data=  
|circuit=8.0%
{{AttackData-MB  
|cancel= SP, EX, (J), N
|version=Standing
|guard=H
|damage=500 (345)
|startup=25
|reddamage=198
|active=5
|proration=50%
|recovery=18
|circuit=3.5%
|frameAdv=-4
|cancel=(SP), (EX), (J)
|invuln=
|guard=LHA
|
|startup=8
|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.  
|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.
}}
}}
======<font style="visibility:hidden" size="0">j.A</font>======
{{AttackData-MB
{{MoveData
|header=no
|image=vakiha_ja.png
|version=Aerial
|caption=It's a j.A, I guess.
|damage=500 (345)
|name=j.A
|reddamage=198
|data=
|proration=50%
{{AttackData-MB
|circuit=3.5%
|damage=600
|cancel=
|reddamage=400
|guard=HA
|proration=Relative: 80%
|startup=8
|circuit=8.0%
|active=4
|cancel= SP, EX, (J), N
|recovery=
|guard=HLA
|frameAdv=
|startup=4
|invuln=Full 1-3
|active=4
|description=Same animation as C-Moon j.C.
|recovery=N/A
|frameAdv=N/A
|invuln=
|
|description=Passable j.A. The boxes by themselves are weak, but on a character as fast as VAki, they work fine. Can also be used in airdash mixup (e.g., IAD j.a 66 j.c for high, IAD j.a land 2a for low).
}}
}}
}}
}}


======<font style="visibility:hidden" size="0">j.B</font>======
===== <span class="invisible-header">Shield Bunker</span> =====
{{MoveData
{{MoveData
|image=vakiha_jb.png
|image=MB_C-VAkiha_214D.png
|caption=Air poke, anyone?
|image2=MB_H-VAkiha_214D.png
|name=j.B
|caption=
|data=
|name=Shield Bunker
{{AttackData-MB
|linkname=Shield Bunker
|damage=600
|input=214D in neutral or blockstun
|reddamage=400
|data=  
|proration=Relative: 80%
{{AttackData-MB  
|circuit=8.0%
|version=Neutral
  |cancel= SP, EX, (J), N
|damage=500
|guard=HA
|reddamage=192
|startup=6
|proration=50%  
|active=7
|circuit=0.0%
|recovery=N/A
|cancel=
|frameAdv=N/A
|guard=LHA
|invuln=
|startup=25
|
|active=4
|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.
|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.
}}
}}
}}
}}


======<font style="visibility:hidden" size="0">j.C</font>======
===== <span class="invisible-header">Circuit Spark</span> =====
{{MoveData
{{MoveData
|image=hvakiha_jc.png
|image=MB_C-VAkiha_CSpark.png
|caption=Another god button.
|image2=MB_C-VAkiha_CSpark_Air.png
|name=j.C
|name=Circuit Spark
|data=
|linkname=Circuit Spark
{{AttackData-MB
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun
|damage=600
|caption=
|reddamage=400
|data=  
|proration=Relative: 80%
{{AttackData-MB
|circuit=8.0%
|version=Ground
|cancel= SP, EX, (J), N
|damage=100
|guard=HA
|reddamage=0
|startup=9
|proration=100%
|active=5
|circuit=removes all
|recovery=N/A
|cancel=
|frameAdv=N/A
|guard=U
|invuln=
|startup=10
|
|active=10
|description=Very strong j.C, and your high of choice in airdash mixups. Hits behind you, beats basically every 5A anti-air if spaced correctly (vertically), and is airdash cancellable on block to boot. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively. That green at the bottom is very, very close to the red—making sure you respect that is key to making the most of this move.
|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.


{| border="0" cellspacing="5" width="100%"
Auto TK tongue. Akiha jumps a little and throws a flame tongue.<br>
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Plucking Birds 「」 - 236ABC</font> '''
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.
}}
}}


* '''(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.
===== <span class="invisible-header">623X</span> =====
* '''(A version)''' - Auto TK tongue. Akiha jumps a little and throws a flame tongue.
{{MoveData
: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.
|image=MB_C-VAkiha_623A.png
* '''(B version)''' - It's kind of like a super backward jump that leaves a tongue.
|image2=MB_C-VAkiha_623B.png
: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.
|image3=MB_C-VAkiha_623C.png
* '''(EX version)''' - Akiha jumps high enough so that most normals won't even touch her and shoots a lot of flame tongues.
|name=Brilliant Impetus - Autumn Leaves
: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.
|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.
| width="" | ''' <font size = "3"> Brilliant Impetus - Temporary String「」 - J.236ABC</font>'''
}}
{{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.
}}
}}


* '''(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.
===== <span class="invisible-header">214X</span> =====
* '''(A version)''' - Stops you in the air before leaving a mine, then VAki drops at a fixed angle and speed.  
{{MoveData
:A web is mostly tk'd and used for okizeme. Meatying with web is strong, safe, and gives you ample +f 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).
|image=MB_C-VAkiha_214A.png
:Not jump cancellable so don't do it high in the air.
|image2=MB_C-VAkiha_214B.png
* '''(B version)''' - Keeps your momentum in the startup. After leaving the mine you'll drop in a fixed angle that goes back.  
|image3=MB_C-VAkiha_214C.png
:Useful in some autotimed safejump setups.
|name=Piercing the Moon<br>(EX: Piercing the Waxing Moon)
: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.
|linkname=214X
* '''(EX version)''' - Same as A, except it does more damage and has a slightly faster startup (4f faster).  
|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>
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''
'''[A]:''' Spawns six pillars in front of you. Primarily used as risky zoning or a risky pressure reset.


* '''(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 +F (if charged). Very situationally useful as okizeme post airthrow.
'''B:''' Exactly the same as A except the pillars start just after the range of uncharged A. Adjust use accordingly.<br>
* '''(A version)''' - Spawns three pillars in front of you; neutral on block if spaced correctly.  This is the version you usually anti-air with.
'''[B]:''' Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly.
* '''([A] version)''' - Spawns six pillars in front of you. Primarily used as risky zoning or a risky pressure reset.
}}
* '''(B version)''' Exactly the same as A except the pillars start just after the range of uncharged A. Adjust use accordingly.
{{AttackData-MB
* '''([B] version)''' - Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly.
|header=no
* '''(EX version)''' - 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.
|version=EX
|-
|damage=280*15 (2497)
| width="" | ''' <font size = "3">  「」 - 623ABC</font>'''
|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.
}}
}}


* '''(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.
===== <span class="invisible-header">22X</span> =====
* '''(A version)''' - 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.
{{MoveData
* '''(B version)''' - Low crushes; punishable on block. Can be used as a risky reversal against meaty 2as, but it's mostly a combo tool.
|image=MB_H-Akiha_22A.png
* '''(EX version)''' - 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.
|image2=MB_H-Akiha_22B.png
:Can be used after a high wallslam in some combos to set up 3-way mixup.
|image3=MB_H-Akiha_22C.png
|-
|caption=
| width="" style="background:#E8E8E8;"| ''' <font size = "3">  「」 - (J)22ABC</font>'''
|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&#010;...(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&#010;...(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.


* '''(Description)''' - An auto-detonating pit that is very plus on block (+41 for j.22a and j.22b, +59 for j.22c); 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 c version, each tick is active for maybe 3 frames. Note that air pits are jump and forward airdash cancellable; further, 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.
'''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>
* '''(A version)''' - 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.
'''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.
* '''(B version)''' - 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.
}}
* '''(EX version)''' - 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.
{{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.


=== Arc Drive ===
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>
{| border="0" cellspacing="5" width="100%"
Not jump cancellable so don't do it high in the air.
| width="" style="background:#E8E8E8;"| '''<font size = "3"> Crimson Lord: Uncountable Pureness 「赤主・遍生」 - 41236C </font> '''
}}
{{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).
}}
}}


* '''(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.
===== <span class="invisible-header">j.22X</span> =====
:Believe it or not, this move whiffs on most crouchers.
 
|}
 
=== Another Arc Drive ===
{{MoveData
{{MoveData
|image=MBMoonCharacterAAD.png
|image=MB_H-VAkiha_22A.png
|caption=
|image2=MB_H-VAkiha_22B.png
|name=
|image3=MB_H-VAkiha_22C.png
|linkname=Another Arc Drive
|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&#010;...(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 ===
=== Last Arc ===
{{MoveData
{{MoveData
|image=MBMoonCharacterLA.png
|image=MB_C-VAkiha_AD.png
|caption=
|caption=
|name=
|name=Red Mistress - Ubiquitous
|linkname=Last Arc
|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
  • (Additional Ressources)
    • (Add any external links to ressources such as video guides or articles.)
  • General Gameplan
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Complete any missing data.


Additional Resources

H-V.Akiha Match Video Database
Melty Bits: H-V.Akiha

Players to watch/ask

JP:

NA:

  • ?

Overview

Strengths / Weaknesses
Strengths
  • Meterless momiji loops from screen away
  • Great mobility with a fast dash and 2 airdashes
  • Pits automatically explode
  • Great meter gain
Weaknesses
  • Lowest HP in the game
  • No meterless reversal
  • 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
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.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.
Condition Notation Damage
vs V.Sion
Notes
Close to the edge
  • 2AA > 5C > 4C > 5B > 2C > 623B; [ 5B > 2C > 2A(w), 4C > 623B ]x2'
4609


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Depending on timing, 623B might miss a hit.
Sometimes you are a bit far, you can omit 5B and do 4C > 2C > 623B, it has better reach.
Corner carry
  • 2AA > 5C > 4C > 5A6AA > 6C > 66 > delay > [ 5B > 2C > 2A(w), 4C > 623B ]x3
4286


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy corner carry combo.
Corner carry
  • 2AA > 5C > 4C > 5A6AA, 4C > 5C > delay 2C > delay 5A6AA, 2C > 2A(w) > 4C > 623B, [ 4C > 2C > 623B ]x2
4507


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Harder corner carry combo. Hard bit is hitting 2C in 5A6AA > 2C. Have to delay 5A6AA as much as possible.

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.
Condition Notation Damage
vs V.Sion
Notes
Basic, Corner
  • 2A > 5C > 4C > 5B > 2C > 623B > (Momiji loop^)
4641


Meter Gained: 85.0% Meter Given (vs C-Moon): ???
Basic corner combo from 2A.
Basic, Midscreen
  • ...5A6AA > 4C > 2C > 623B > (Momiji loop^)
4564 ~ 6166


Meter Gained: 103.2% ~ 111.5% Meter Given (vs C-Moon): ???
Its range is about 1/2 of the stage to the corner.
Basic, Corner carry
  • ...5A6AA > 6C > 66 > delay 4C > 2C > 623B > (Momiji Loop^)
4449


Meter Gained: 114.0% Meter Given (vs C-Moon): ???
Corner carry from anywhere except near the corner
Optimized
  • ...5A6AA, 5B > 2C > 2A(w) > delay 4C > 623B > (Momiji Loop^)
4657 ~ 6226


Meter Gained: 107.3% ~ 115.7% Meter Given (vs C-Moon): ???
It carries significantly farther than its respective basic version
Optimized, Midscreen
  • ...5A6AA, 5B > 2C > delay 5C > 4C > 623B > (Momiji Loop^)
4896 ~ 6327


Meter Gained: 115.0% ~ 123.4% Meter Given (vs C-Moon): ???
Does not work near the corner.
Optimized, Corner carry
  • ...5A6AA > 6C > 66 > delay 5B > 2C > delay 5C > 4C > 623B > (Momiji Loop^)
4486 ~ 6059


Meter Gained: 120.6% ~ 129.0% Meter Given (vs C-Moon): ???
Requires more space to the corner than its basic version
6AA Loop, Midscreen
  • ...5A6AA, 4C > 5C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^)
4546 ~ 6108


Meter Gained: 127.7% ~ 136.1% Meter Given (vs C-Moon): ???
Does not work near the corner. 6AA should hit as late as possible.
6AA Loop, Midscreen
  • ...5A6AA > 6C > 66 > delay 4C > 5C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^)
4388 ~ 6119


Meter Gained: 133.3% ~ 141.7% Meter Given (vs C-Moon): ???
Requires a lot of space.
6AA Loop
  • ...5A6AA, 5B/4C > 5C > 2C > 5A(w)6AA, 2C > (2A(w)/delay 5C) > 4C > 623B > (Momiji Loop^)
4847 ~ 6392


Meter Gained: 142.3% ~ 150.7% Meter Given (vs C-Moon): ???
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.
Condition Notation Damage
vs V.Sion
Notes
Momiji Loop #1
  • 4C > 623B, 4C > 623B
???


Meter Gained: 31.4% Meter Given (vs C-Moon): ???
The most basic one.
Momiji Loop #2
  • 4C > delay 2C > 623B, 4C > 2C > delay 5BB > 623B
???


Meter Gained: 46.5% Meter Given (vs C-Moon): ???
You can do 5BB > 623B twice but it will prorate a lot.
Momiji Loop #3
  • 5B > 2C > 2A(w) > 4C > 623B, 5B > 2C > 2A(w) > 4C > 623B
???


Meter Gained: 51.0% Meter Given (vs C-Moon): ???
Whiffing 2a is optional. It doesn't change anything but the timing.
Momiji Loop #4
  • 5B > 2C > 5A(w), 2A > 2C > delay 4C > 623B, 5B > 2C > 5A(w)6AA, 2C > 4C > 5BB > 623B
???


Meter Gained: 80.1% Meter Given (vs C-Moon): ???
Requires low gravity. The second rep is very finnicky regarding gravity. The 5A whiff doesn't work on everyone.
You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once.

Situational Combos

Condition Notation Damage
vs V.Sion
Notes
Standing Shield Counter
/ Air Counterhit
  • 5D/Air CH, 2C > 5BB > j8.BC > dj.BC > AT
2633


Meter Gained: 45.5% Meter Given (vs C-Moon): ???
(Damage calculated from Shield Counter starter)
Easy if you do j.CB > dj.BC instead, otherwise it's not worth it.
Standing Shield Counter
/ Air Counterhit
  • 5D/Air CH, (2C >) 5B > (5C >) 4C > j.(A)BC > dj.(A)BC > AT
3056


Meter Gained: 60.1% Meter Given (vs C-Moon): ???
(Damage calculated from Shield Counter starter)
j.As are not doable if you decide to use 5C.
Standing Shield Counter
/ Air Counterhit
  • 5D/Air CH, 4C > 5C > 2C > 5A(w)6AA, 2C > (delay 5C > 4C >) 623B > (Momiji Loop^)
3056


Meter Gained: 60.1% Meter Given (vs C-Moon): ???
(Damage calculated from Shield Counter starter)
Only do the optional moves if you aren't close enough to the corner.
Standing Shield Counter
/ Air Counterhit
  • 5D/Air CH, 5C > 4C > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full corner carry version.
Standing Shield Counter
/ Air Counterhit
(Corner)
  • 5D/Air CH, 5B > 2C > delay 4C > (Momiji Loop^)
3311


Meter Gained: 77.3% Meter Given (vs C-Moon): ???
(Damage calculated from Shield Counter starter)
Only possible near the corner. You can omit everything but 2C.
Crouching Shield Counter
  • 2D > 623B > (Momiji Loop^)
3670


Meter Gained: 69.7% Meter Given (vs C-Moon): ???
If you aren't near the corner prefer the 2D knockdown instead.
Crouching Shield Counter
(100% meter)
  • 2D > delay 623C, 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep))
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Metered fullscreen corner carry.
Crouching Shield Counter
(HEAT mode)
  • 2D > 41236C
3419


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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
  • Raw AT, 2A > 2C > 5BB > j8.BC > dj.(B)C > AT
2988


Meter Gained: 36.4% Meter Given (vs C-Moon): ???
Basic damage confirm that works everywhere.
Raw Airthrow
(Corner)
  • Raw AT, 2A > delay 2C > 623B > (Momiji Loop^)
3292


Meter Gained: 64.0% Meter Given (vs C-Moon): ???
Works only near the corner.
Raw Airthrow
  • Raw AT, 2A > 5C > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy, but doesn't work on some characters.
Raw Airthrow
  • Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA > delay 6C > 66 > 2C > 623B > (Momiji Loop^)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Raw Airthrow
  • 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
3601


Meter Gained: 79.8% Meter Given (vs C-Moon): ???
Damage variation of the one above
Corner 6C
  • 6C, 2C > 2A(w) > 4C > 623B > (Momiji Loop^)
??? ???
Corner 6C
  • 6C > 66 (cross-under) > 2A(w) > 5C > 2C > 5A6AA > 6C > 66 > 2C > 623B > (Momiji Loop^)
??? ???
2BBB
  • 2BBB > dj.IAD j.C, land j.BC > dj.C > AT
3185


Meter Gained: 28.0% Meter Given (vs C-Moon): ???
I hope you aren't planning to hit anyone with this.
623C Reversal
  • 623C, 4C > 2C > 623B > (Momiji Loop^ (1 Rep))
3448


Meter Gained: 18.0% Meter Given (vs C-Moon): ???
Unstable. Not full corner carry.
623C Reversal
  • 623C, 4C > 2C > 5A(w)6AA, 2C > 623B > (Momiji Loop^ (1 Rep))
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Unstable. Full corner carry. 6AA should hit as late as possible.
623C Reversal
  • 623C > j.66 > delay j.C(w), land 5B > 2C > 5C > 4C > 623B > (Momiji Loop^ (1 Rep))
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full corner carry. Recommended.
j.22X Confirm
  • j.22X, land 5B > delay 5C > 4C > j.BC > dj.BC > AT
5020


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5C.
j.22X Confirm
  • j.22X, land (5B/4C >) 5C > 2C > 5A(w)6AA > (delay 6C > 66 >) 2C > 623B > (Momiji Loop^)
3448


Meter Gained: 18.0% Meter Given (vs C-Moon): ???
Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5C.
j.22X Confirm
  • j.22X, j.66 > j.C, land (5C >) 4C > j.BC > dj.BC
5263


Meter Gained: 52.6% Meter Given (vs C-Moon): ???
Avoid super double jumps.
Far j.A
(Needs j.66 to combo)
  • j.A > j.66 > j.A > sdj > delay j.AA > j.66 > (j.A >) AT
??? ???
Far j.A
(Needs j.66 to combo)
  • j.A > j.66 > j.AB, land j8.B > sdj.C > AT
??? ???


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.

Condition Notation Damage
vs V.Sion
Notes
OTG
  • 2A*5 > 5BB > 4C > 5C > 5A6A > 2B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Probably the longest OTG string possible.

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).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
Hvakiha 5a.png
Basically an F-Moon 5A.
Basically an F-Moon 5A.
Hvakiha 6a.png
Staggers, anyone?
Staggers, anyone?
Hvakiha 6aa.png
BNB filler.
BNB filler.
5A Damage Red Damage Proration Cancel Guard
300 115 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 8 1 2.1% -

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.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -5 4.2% -

Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure.

5A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 15 -1 7.0% -

Decent 6AA; mostly used as combo filler. You can use it in pressure, but do note that it can only be cancelled into specials.

5B
5B
5B/[B]~B
Vakiha 5b.png
Pressure machine.
Pressure machine.
Vakiha 5bBE.png
An option, I guess.
An option, I guess.
Vakiha 5bb.png
Launcher.
Launcher.
5B Damage Red Damage Proration Cancel Guard
550 384 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 4 12 -1 4.2% -

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.

5[B] Damage Red Damage Proration Cancel Guard
500, 400*3 (1624) (1146) 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
29 9 8 3 2.8%*4 (11.2%) -

Slow, charged version of 5B. Plus on block, but the long startup limits its usefulness.

~B Damage Red Damage Proration Cancel Guard
500 240 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 3 29 -14 4.2% -

H-VAki's launcher; basically useless outside of combos. On hit, hold 8 to get a command superjump to continue your combo.

5C
Vakiha 5c.png
Facekick.
Facekick.
Damage Red Damage Proration Cancel Guard
1000 624 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 6 17 -5 7.7% -

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

2A
Vakiha 2a.png
Melty Blood 2A.
Melty Blood 2A.
Damage Red Damage Proration Cancel Guard
350 144 65% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 10 -1 2.8% -

Low-hitting swipe.

2B
2B
2B~2B~2B
Vakiha 2b.png
Underrated button.
Underrated button.
Vakiha2b2.png
Sad 2B followup.
Sad 2B followup.
Vakiha 2b3.png
Gimmick overhead.
Gimmick overhead.
2B Damage Red Damage Proration Cancel Guard
250*6 (653) (460) 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 9 13 -2 2.0%*3 (6.0%) -

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.

~2B Damage Red Damage Proration Cancel Guard
200*3 (580) (279) 100% (O) -CH- LA
First Active Active Recovery Frame Adv Circuit Invuln
0 5 20 -10 ~ -9 0.7%*3 (2.1%) -

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.

~2B~2B Damage Red Damage Proration Cancel Guard
500 576 75% (O) J HA
First Active Active Recovery Frame Adv Circuit Invuln
25 5 16 -3 4.2% -

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.

2C
Vakiha 2c.png
Sweep.
Sweep.
Damage Red Damage Proration Cancel Guard
900 480 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 5 20 -7 5.6% -

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

j.A
Vakiha ja.png
It's a j.A, I guess.
It's a j.A, I guess.
Damage Red Damage Proration Cancel Guard
300 144 72% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 2.1% -

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).

j.B
Vakiha jb.png
Air poke, anyone?
Air poke, anyone?
Damage Red Damage Proration Cancel Guard
700 336 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 7 - - 4.9% -

Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff crouchers after an IAD.

j.C
Hvakiha jc.png
God button.
God button.
Damage Red Damage Proration Cancel Guard
1000 480 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 7.0% -

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

4C
Vakiha 4c.png
Another god button.
Another god button.
Damage Red Damage Proration Cancel Guard
500*2 (984) (661) 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 26 -10 3.5%*2 (7.0%) -

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.

6C
Vakiha 6c.png
Imouto kick.
Imouto kick.
Damage Red Damage Proration Cancel Guard
600 288 75% =(SP), (EX) H
First Active Active Recovery Frame Adv Circuit Invuln
25 4 18 -4 5.6% -

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

Ground Throw
MB C-VAkiha Throw.png
Damage Red Damage Proration Cancel Guard
170*7 (1076) (462) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

V.Akiha grabs the opponent by the neck and goes into a 7-hit sequence. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MB C-VAkiha Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1000
465 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

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.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MB F-VAkiha 236D.png
MB H-VAkiha 236D.png
MB F-VAkiha j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 3.5% -

Same animation as 5BB.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 10.5% -

Same animation as Shield Bunker.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 3.5% Full 1-3

Same animation as C-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-VAkiha 214D.png
MB H-VAkiha 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0% Strike 1-7

V.Akiha's shield bunker is a special slide with low to the ground hitboxes.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MB C-VAkiha CSpark.png
MB C-VAkiha CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

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

Grounded Specials

236X
MB H-VAkiha 236A.png
MB H-VAkiha 236B.png
MB H-VAkiha 236C.png
A Damage Red Damage Proration Cancel Guard
800 480 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
40 2 6 13 4.2% -
  • 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.
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.

B Damage Red Damage Proration Cancel Guard
800 480 70% (O) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
40 2 6 3 4.2% -

It's kind of like a super backward jump that leaves a tongue.
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.

EX Damage Red Damage Proration Cancel Guard
400*8 (2848) (1368) 70% (O) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13+25 28 13+31 43 -100.0% -

Akiha jumps high enough so that most normals won't even touch her and shoots a lot of flame tongues.
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.

623X
MB C-VAkiha 623A.png
MB C-VAkiha 623B.png
MB C-VAkiha 623C.png
A Damage Red Damage Proration Cancel Guard
600, 800 (1282) (533) 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 (7) 4 23 -9 4.2%, 5.6% (9.8%) High 1-9
  • 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.

B Damage Red Damage Proration Cancel Guard
300, 200, 500, 400 (1279) (519) 70% (O) - LH (1-2), LHA (3-4)
First Active Active Recovery Frame Adv Circuit Invuln
8 32 23 -9 2.45%, 1.4*2, 3.5% (8.7%) Low 1-10

Low crushes; punishable on block. Can be used as a risky reversal against meaty 2As, but it's mostly a combo tool.

EX Damage Red Damage Proration Cancel Guard
200, 300*2, 400 (1089) (577) 60% (M) - LH (1-2), LHA (3-4)
First Active Active Recovery Frame Adv Circuit Invuln
6+2 35 23 -9 -100.0% Full 1-10

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.
Can be used after a high wallslam in some combos to set up 3-way mixup.

214X
MB C-VAkiha 214A.png
MB C-VAkiha 214B.png
MB C-VAkiha 214C.png
A/B Damage Red Damage Proration Cancel Guard
400*3 (1009) (531) 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 22 13 -14 ~ 0 2.1%*3 (6.3%) -
[A]/[B] Damage Red Damage Proration Cancel Guard
400*5 (1578) (830) 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 X (64) 35 -14 ~ 42 2.1%*5 (10.5%) -
  • 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.
[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.
[B]: Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly.

EX Damage Red Damage Proration Cancel Guard
280*15 (2497) (1716) 96% (M)*15 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+32 X (118) 29 -8 ~ 90 -100.0% Full 1-9

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.

22X
MB H-Akiha 22A.png
MB H-Akiha 22B.png
MB H-Akiha 22C.png
A Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
39 3 9 32 2.1%*3 (6.3%) Low 12-33
B Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
44 3 12 29 2.1%*3 (6.3%) Low 17-41
  • 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.
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.

EX Damage Red Damage Proration Cancel Guard
300*5 (1270) (813) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+36 X (17) 11 50 -100.0% Full 1-9, Low 10-31

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

j.236X
MB H-VAkiha j.236AB.png
MB H-VAkiha j.236C.png
A Damage Red Damage Proration Cancel Guard
1200 960 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
55 5 18 - 8.4% -
  • 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.
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).
Not jump cancellable so don't do it high in the air.

B Damage Red Damage Proration Cancel Guard
1200 960 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
58 5 18 - 8.4% -

Keeps your momentum in the startup. After leaving the mine you'll drop in a fixed angle that goes back.
Useful in some autotimed safejump setups.
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.

EX Damage Red Damage Proration Cancel Guard
2000 1344 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+49 5 18 - -100.0% -

Same as A, except it does more damage and has a slightly faster startup (4f faster).

j.22X
MB H-VAkiha 22A.png
MB H-VAkiha 22B.png
MB H-VAkiha 22C.png
A/B Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
37 3 1 41 2.1%*3 (6.3%) Low 10-X
EX Damage Red Damage Proration Cancel Guard
300*5 (1270) (813) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+36 X (17) 4 59 -100.0% Full 1-9, Low 10-X
  • Data on H-VAkiha's aerial pits.

Arc Drive

Red Mistress - Ubiquitous
41236C during MAX/Heat
MB C-VAkiha AD.png
Damage Red Damage Proration Cancel Guard
650*10 (2813) (1663) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+5 24 62 -40 removes all Full 1-41

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.


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