Melty Blood/MBTL/Akiha Tohno: Difference between revisions
(→5C: Added description of its possible use to catch attempts to jump-out.) |
(→2B) |
||
Line 151: | Line 151: | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ak_2b}} | {{AttackDataCargo-MBTL/Query|ak_2b}} | ||
* | * Low-hitting poke | ||
* Blockstring filler | |||
Compared to 2C, it offers slightly less recovery and leaves the opponent grounded, but has less range. Not as risky when whiffed, but will not help keep you closer to the opponent when pressuring. | |||
}} | }} | ||
Revision as of 07:09, 3 April 2022
Story
After the death of her father, she inherits the role of leader of the Tohno family, a distinguished house in Souya. One year younger than her brother Shiki, she arranged for his return from the Arima family. Her flawless etiquette and bearing perfectly epitomize the daughter of a noble house. She is strict even on herself, rejecting such things as modern-day amusements and frivolity. Because of her prideful and strong-willed nature, many find her difficult to approach. Sensing a mysterious presence in her town, and determined to uphold the Tohno family name, she sets off into the night to investigate...
Gameplay
Akiha is a character who thrives on locking the opponent down and punishing them with extended combos and setplay.
She navigates neutral with her fast but short-ranged normals and situational special attacks that cover specific areas of the screen. She can't reliably out-poke most characters and must rely on good movement to land punishes on the opponent. This fact is compounded by her short airdash, limited coverage on most of her long-range specials like Painting The Moon (623X) and Crushing Beasts (22X), and low damage.
Once Akiha lands a knockdown however, she can easily start her strong okizeme game with her Brilliant Wheel (236X), a multi-purpose tool for okizeme, area-denial, combo extension, and most importantly giving her time to go into mix-ups and/or continue pressure. She can be technical, but a well-played Akiha can make opponent's life hell once she gets them pinned down.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Moon Skills
- 6B+C - Brilliant Wheel (Air OK)
- 3B+C - Painting the Moon
- 4B+C - Brilliant Phantasm
- 2B+C - Crushing Beasts
- Special Attacks
- 236A/B/C (EX OK) - Brilliant Wheel (Air OK): Long-lasting stationary projectile
- 623A/B/C (EX OK) - Painting the Moon: Anti-air, reversal (EX ver. only)
- 214A/B/C (EX OK) - Brilliant Phantasm: Leaping attack, overhead (B ver. only)
- 22A/B/C (EX OK) - Crushing Beasts
- 632146C (EX-Only) - Brilliant Cherry Maple: Side-switching command throw
- Arc Drive
- 236B+C - Scarlet Mistress - Cage Hair
- Last Arc
- A+B+C+D / D in Blood Heat - Scarlet Mistress - Crimson Hammer
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 5[B], j.[C]
Dash startup: 6
Dash actionable: 9
Jump startup: 4
Jump airtime: 38
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Standard 5f jab.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 17 | 28 | -6 | - |
- Blockstring filler.
Usually you'll want to skip over this and use 5[B] in combos instead. 2B is generally better for blockstrings.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
290*3 (870) | LH | - | L, GB | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 4 | 17 | 41 | -2 | Clash 12-20 |
- Slightly larger than 5B with multihit properties.
- Gains clash frames.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 24 | 35 | -7 | - |
- Blockstring and combo filler.
- Advances Akiha forwards.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Quick, fast low.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -7 | - |
- Low-hitting poke
- Blockstring filler
2C
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- Fast, horizontal air-to-air.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | X | - | - | - |
- Hits on both sides.
- The neutral.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | X | - | - | - |
- Highest-blockstun air normal.
Basic combo filler and IAD button.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | L, GB | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 7 | X | - | - | Clash 16-19 |
- Ground bounce on hit.
- Gains clash frames.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | LR | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Enters a cinematic and automatically jump-cancels on hit.
6C
Universal Mechanics
Rapid beat 2
The return of an old friend
- Placeholder
Rapid beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | HK. AB | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +55 | - |
- Restores a small amount of recoverable health on connect.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800, 400 (1200) | U | - | HK, AB | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | X [12 on landing] |
- | - | - |
- Restores a small amount of recoverable health on connect.
Special Moves
Brilliant Wheel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
32 | 90 | 6 | 38 | +45 | - |
- Places a wheel immediately in front of Akiha at ground level.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Setplay tool and ground approach denier. When used for oki, opponents who wish to shield must do so within a specific window. If failed, there will be small gap during which they can be thrown after they wake-up, but before they actually shield the ring.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
40 | 90 | 0 | 40 | +51 | - |
- Places a wheel further forwards and higher up than j.236A.
- All characters crouch under the wheel, enabling throw mixups.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Setplay tool and air approach denier. Be careful with this one as any character except Kohaku can dash under the wheel while it's active. Particularly shines as a setplay tool. Opponents who stand shield the ring are vulnerable to lows like 2A or 22B, and opponents who crouch under the ring are vulnerable to throws and overheads.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 510*4 (2640) | LHA | - | HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+10 | 120 | 15 | 28 | +49 | 1-4 Throw |
- Places a slightly larger wheel between where 236A and 236B deploy.
- Keeps grounded opponents in the same place and will not pick them up.
- Keeps airborne opponents in the same position.
- High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
- Hits five times.
Brilliant Wheel (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 90 | 14 [12 on landing] |
39 | +30 (TK) | - |
- Pushes Akiha backwards and slightly upwards when the ring comes out.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Saving your double jump will let Akiha meaty with this after a low corner airthrow. You'll want to use j.236A in the corner as it sets up better spacing for avoiding reversals and Heats.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
32 | 90 | 8 [12 on landing] |
39 | +36 (TK) | - |
- Pushes Akiha forwards and slightly upwards when the ring comes out.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Saving your double jump will let Akiha meaty with this after a low midscreen airthrow. Moving forwards is more advantageous here as her airthrow launches outwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600+510*4 (2640) | LHA | - | HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 120 | 13 [12 on landing] |
23 | +43 (TK) | 1-4 Throw |
- Places a slightly larger wheel between where 236A and 236B deploy.
- Keeps grounded opponents in the same place and will not pick them up.
- Keeps airborne opponents in the same position.
- High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
- Hits five times.
Painting the Moon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6, 7 | 20 | 39 | -6 | - |
- Air unblockable.
- Doesn't hit crouching opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 6, 7 | 12 | 37 | +2 | - |
- Air unblockable.
- Doesn't hit crouching opponents.
- 0 on block, but most opponents will be couching ayway.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*5 (2150) | LH | - | L, HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 13 | 33 | 50 | -11 | 1-13 Full |
- Air unblockable.
- The closest thing Akiha has to a reversal.
Brilliant Phantasm
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LH | - | L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 19 | 44 | -2 | 4-28 Low Crush |
- Placeholder
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | H | - | L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 6 | 17 | 51 | 0 | 3-34 Low Crush |
Slow overhead.
- Useful combo tool; it's in almost every BNB.
- Jump-cancelable on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490*5 (2450) | LH | - | L, HK, AB | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 7(11)3 | 22 | 51 | -2 | 1-6 Throw, 4-29 Low Crush |
- Placeholder
Crushing Beasts
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1320) | L | - | L, SK, | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 11 | 14 | 35 | -4~+3 | - |
- Hits low.
Safe pressure ender.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1320) | L | - | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 11 | 12 | 40 | 0~+7 | - |
- Hits low.
Frame trap and safe pressure ender. Usually it'll space Akiha too far away to capitalize off the frame advantage. Also shines as a meaty, as its range is just a hair longer than Heat activation and it blows up high shield (which people will do to avoid B ring).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (2600) | L | - | L, GB, HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 15 | 10 | 32 | +2~+11 | 1-4 Throw |
- Hits low.
Brilliant Cherry Maple
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800, 520 (1320) | U | - | AB | 1 Magic Circuit | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+0 | 2 | 34 | 39 | - | 1-6 Throw |
Command grab super that grants a followup combo.
- No longer possible for opponents to jump after the super-flash. This now offers another way to hit players trying to block.
- When punishing shield it gives about 1k more damage than a normal throw would, if you don't spend additional resources. This is a pretty fair meter-to-damage conversion, and compares favorably with other options like 236C ender.
- Especially likely to to hit when used under 236B, since the wheel will catch attempts to preemptively jump. Beware people preemptively DPing or using moon drive though.
Moon Skills
Brilliant Wheel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LHA | - | - | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 90 | 24 | 42 | +18 | 1-11 Clash |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LHA | -J- | - | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 90 | 22 [12 on landing] |
39 | +12 (TK) | - |
- Placeholder
Painting the Moon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | (J) | L | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 13 | 18 | 40 | -4 | 1-5 Clash |
- Air unblockable.
Brilliant Phantasm
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1500) | LH, H | J | L, GB | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 9, (5), 6 | 19 | 53 | -1 (+19 on jc) | 1-11 Clash |
Hits once as Akiha jumps, then three more times like normal.
- Useful combo tool, particularly in Moon Drive. Can also be used as a slow clash reversal in moon drive; the main attraction here is the horizontal movement.
- Jump cancellable on block. This enables one of the few fuzzy mixups in the game--4B+C(3) j.[C]. Not the most effective mixup, since it's slow, but the fact it's even possible is quite unique.
- Despite the listed startup, it won't hit crouchers until frame 29, the same as 214B.
Crushing Beasts
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1800) | LA | (J) | L, SK, GB | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 11 | 12 | 33 | 0~+7 | 1-9 Clash |
- Combination of 22A's speed and 22B's frame advantage.
Super Moves
Scarlet Mistress - Cage Hair
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | U, LHA | - | HK, AB | - | Throw, Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5+0 [5+18] | 2(17)3 | 36 | 61 | -23 | 1-24 Full |
- Unjumpable post-flash, making it a potent mixup option with 236B
- Restores a small amount of recoverable health on connect.
- Command grab that transitions to a strike if it whiffs.
Scarlet Mistress - Crimson Hammer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | AB | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1-25 All |
- Placeholder
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
2C | X | ? |
Customization
Palette options
Akiha Tohno Wiki Roadmap
57% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Basic descriptions for most normals, specials, and moon skills. Full frame data added. |
Hitbox diagrams for most specials and moon skills. Some items related to frame data (especially frame advantages) need to be recalculated. |
12/25 | |
Strategy |
Completed basic guide to character. |
Editing pass for readability / updating to current game version. |
20/25 |
Combos |
Comprehensive BnBs for common situations + combos for all starters. |
??? |
24/25 |
Matchups |
Templated added. |
All matchups need to be added. |
1/25 |