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

From Mizuumi Wiki
Jump to navigation Jump to search
Line 730: Line 730:
{{MoveData
{{MoveData
|image=vakiha_5c.png
|image=vakiha_5c.png
|caption=
|caption=    
|name=5C
|name=5C
|linkname=5C
|linkname=5C

Revision as of 17:58, 24 November 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
@DRK_Player: Playing H-VAkiha. A PDF mirror of the document is available here.

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.

All damage values were calculated on V.Sion using the momiji loop #2 where applicable. For 5A6AA combos, there are two damage and meter values. The lower value is calculated starting with 2A > 5C > 4C, while the higher value 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 learn. Wherever ...5A6AA appears, you can use whatever filler you want before it. 2A 5C 4C is recommended, although starting with 2B or 5B instead of 2A is also an option.
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.
Gap Setup, Corner
  • ...5A6AA > 6C, 2C
2938


Meter Gained: 42.0% Meter Given (vs C-Moon): ???
The only way to get a gap in the corner is by wall-slamming the opponent. Only 5C and 6C have this property. This is the easiest way to set up a gap in the corner.
Gap Setup, Corner
  • 2A > 5C > 4C > 5B > 2C > 623B, 4C > 2C > delay 5C, 2C
4044


Meter Gained: 61.9% Meter Given (vs C-Moon): ???
This is the so called "half momiji" setup. At first you may think a variation of this combo could be done after a corner carry route (6C > 66 etc), but that's not possible since the combo requires a low hitcount. Instead of doing 4C > 2C, you can also do 5B > 2C > 2A(w). It does less damage, but I believe it's more consistent, and it makes the gap slightly larger.
Gap Setup, Corner
(100% meter)
  • 2A > 5C > 4C > 5B > 2C > 623B, 4C > 5B > 5C > 623C > dj.8/dj.9/dj.7/anything
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is probably not the most optimal way to perform this combo, but it's the most consistent. If you did it correctly, you'll hit the opponent from behind with 623c, and you may be facing the opposite way if you jump cancel. There will be no physical gap at all if you stay in the air when the opponent lands. This setup hasn't been explored very much, but there are a lot of possibilities with it.

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 2B instead.
Condition Notation Damage
vs V.Sion
Notes
Momiji Loop #1
  • 4C > delay 2C > 623B, 4C > 2C > (delay 5BB >) 623B
???


Meter Gained: 46.5% Meter Given (vs C-Moon): ???
You should learn this one even if you intend to do the harder ones. You can do 5BB > 623B twice but it will prorate a lot.
Momiji Loop #2
  • 5B > 2C > 2A(w) > 4C > 623B, 5B > 2C > 2A(w) > 4C > 623B
???


Meter Gained: 51.0% Meter Given (vs C-Moon): ???
Optimized version. Whiffing 2a is optional. It doesn't change anything but the timing. If you are a bit far, you can perform the easier version; it has better reach.
Momiji Loop #3
  • 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.
Momiji Loop
(Requires 2B)
  • 2B > 2C > 2A(w) > 4C > 5BB > 623B, 5B > 2C > 2A(w) > 4C > 623B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
If 623B missed a few hits, it becomes impossible to follow the combo with 5B or 4C. This is not an unusual occurrence, so learning this variation is a must.

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.
Crouching Shield Counter
(Counterhit)
  • 2D, 5A > 2C > 2A, 2A > 2C > 5A6AA > delay 6C > 66 > 2C > (Momiji Loop^)
3713


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Meterless corner carry is possible only after counterhit. The shield counter is actually able to counterhit some slower moves. The combo routes for this one are very similar to the golden air throw routes, so you can adjust it accordingly and forget about the 6C if you're too close to the corner. For some reason, this combo is much easier than its gAT counterpart, so it's worth practicing.
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
Plus on block.
Plus on block.
Hvakiha 6a.png
Good for staggers.
Good for staggers.
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. Since it's plus, if you let it recover, you can frametrap some characters and reset your available normals at the same time. It's an ideal reset point. 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
Essential pressure tool.
Essential pressure tool.
Vakiha 5bBE.png
Slow but plus.
Slow but plus.
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. Since this move moves you forward while the hitbox is out, it can become neutral or plus on block if you're spaced right and it hits in the later frames. Be sure to tap the button for at most 3 frames when you use it, or you risk getting a longer startup from partially charging the move. Also note that it trips crouchers on hit. This can happen accidentally if you go for higher damage starters like 5b. In that case, you can either follow it 623b for a short combo or correct it a 2C > 5A6AA > 6C combo variation.

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. You can use it as an air counterhit pickup instead of 5B. The multihit will give you enough time to react whether you should go for a ground corner carry route or an air combo depending on the height it hits. It'll do extra damage this way. The half charged version only sees use as a gimmick where you charge it and then go for a low when the opponent expects 6C.

~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; mostly used in combos. Sometimes, it's the only option after awkward pickups, like an unexpected 4c on an opponent that just jumped. On hit, hold 8 to get a command superjump to continue your combo. Outside combos, it's mostly used to catch opponents blocking X214 high in the air since it's the only air unblockable move that can hit them. Like 5b, it will slide you forward a bit, although it's not as effective in pressure since it has considerable pushback and its cancel window is very short.

5C
Vakiha 5c.png
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, since it's harder to whiff punish than 4c, although it knocks them away and wallslams them on air hit. This moves also sees use as a tech punish.

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. Although it's a bit hard, you can cancel the move after the first hit to get significantly less pushback. 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. Since it's so active, it's a good move for catching ground tech attempts.

~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. You can link some normals after it trips, and you may have seen this in combo videos, but there are still no known practical combos that involve this technique.

~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 only usable as a gimmick. It can be jump cancelled for on block for a gimmicky pressure reset, 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. If you manage to make both 2B and 2BB whiff, like in a wakeup situation, it can probably catch your opponent off guard the first time.

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, but it's very easy to whiff punish. This move will slightly slide you forward after using it. 2C is not disjointed, but due to the nature of the game, it has a tendency to trade most of the time when used as anti-air against certain moves, such as C-V.Sion's j.B. If it trades this way, you may be able to follow with 2A > 2C > 5A6AA > delay 6C, or any variation of it.

Aerial Normals

j.A
Vakiha ja.png
Fast air poke.
Fast air poke.
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 on most 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% -

Very strong j.C, and your high of choice in airdash mixups. It has a relative large hitbox in the rear, so it can crossup very easily. Vertical spacing is key for this move. If spaced correctly, it'll basically beat every 5A anti-air. 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.

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%) -

This button is large, and fast, but it's very easy to whiff punish due to the total duration of the move. It's decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. 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. On hit, it'll send the opponent flying and wallslam them. It's cancellable into a command dash on hit, which is crucial for your midscreen BnB. You can cancel this command dash into another dash. 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-Kohaku's 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, unless the opponent crosses you up, which makes the second hit of 623A whiff. If you get a counterhit this way, which most probably will be the case, you'll be able to convert it into big damage. 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 and gives a hard knockdown; 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. The hard knockdown is longer than 623B's. 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. The last hit is jump/dash cancellable.

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-VAkiha 22A.png
MB H-VAkiha 22B.png
MB H-VAkiha 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.


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull