Melty Blood/MBTL/Akiha Tohno/Strategy: Difference between revisions

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(→‎Okizeme: Revamped with simple and strong options from common KD situations. Information previously available is preserved & will be merged with other pages later.)
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== Okizeme ==
== Okizeme ==
=== Preface ===
Once you've successfully navigated neutral and secured a hard knockdown, Akiha's strong oki options provide you with a powerful win condition and an opportunity to play the single-player game until you secure victory. Because of how essential these setups are to her gameplan, it's important that you practice and understand her setups and learn their strengths and weaknesses.
==== Why use 236B instead of 236A after an EX knockdown? ====
After EX knockdowns, Akiha will typically set 236B. This might seem odd at first; after all, it doesn't actually hit them unless they stand. So why use 236B?


# Firstly, and most importantly, '''236B will not OTG the opponent if done as soon as possible after your EX knockdown. 236A will.''' This actually gives you ''less'' time to set up after 236A, even if its startup is lower.
The oki setups listed below are not intended to be exhaustive or comprehensive; they represent a stable slice of techniques that are both easy to understand, and easy to implement. The [[../Resources|Resources]] page contains comprehensive community documentation of Akiha tech should you want or need more advanced techniques than available here.
# 236B leaves open throw, 632146C, and AD, if they crouch the wheel.
# Your opponent can only shield the wheel with stand shield. This means that attempts to shield the wheel ''always'' lose to meaty lows. If the opponent wants to try to shield your meaty low instead, they risk whiffing a shield. In contrast, with 236A, your opponent can always both 5D and 2D and shield the wheel; they will never whiff a shield. As a result, with 236A, you must meaty high or meaty low and guess correctly to beat their shield attempt, which can open you to other defensive options. 236B does not have this issue.
# Your opponent isn't being hit if they crouch, so they can act. This may seem bad, but your opponent is more restricted than it looks. First, they cannot input 22x or 623x without being hit by the wheel. Second, any 214x or 236x must have invuln, and the button press must be on the same frame as the final directional input in order for the move to come out. Third, attempts to dash will get hit, and attempts to backdash will either get hit during the input (44) or after the backdash invul wears off (frame perfect 4A+B). Fourth, any attempt to moondrive must time the 5 perfectly with the B+C or they will get hit. And lastly, they can attempt to stand shield the wheel late, but they must time the shield with their blockswitch, which is less forgiving than doing it with the wakeup buffer. In short: they are only so much better off than if they had blocked. And furthermore...
# The wheel will not tick unless they are in it. ''If your opponent crouches on wakeup and standblocks later, you do not actually lose ticks on the wheel.'' They will still receive four ticks as long as they standblock before the wheel's duration expires. If your opponent doesn't block immediately, they are giving you those plus frames at a better time later. In contrast, you will always get the plus frames from 236A immediately, if you get them at all.
# B wheel enables better punishes than A wheel.


Now, you will not -always- use 236B; some setups, like SKD's crossup protection break, use j.6B+C, and others use j.236X. But EX knockdown>236B is your go-to, and your most basic setup.
For general purposes, midscreen you should opt for '''meterless air throw enders''', while in the corner you should prioritize '''EX enders'''.


==== How does 236B affect the risk/reward on shielding? ====
'''Note'''
Placeholder
----
:For information previously available in this section, please see [https://wiki.gbl.gg/index.php?title=Melty_Blood/MBTL/Akiha_Tohno/Strategy&oldid=184595#Okizeme this diff]. This information will be merged to other pages at a later date.


=== Corner Oki: Airthrow Knockdown ===
=== Midscreen ===
==== Lowest AT (e.g. 214B j.[C]B AT) ====
Placeholder


==== Lower AT (e.g. j.[c]b land j.AB AT) ====
==== Ground Throw ====
Placeholder


==== Moderate AT (e.g. 3C immediate AT) ====
'''5B Framekill'''
Placeholder
----
:From any ground throw, using whiffed 5B for a framekill sets up a lot of options for Akiha.


==== Higher AT (e.g. 3C j.AB AT) ====
* '''IAD''': Hold 9 and press A+B for an instant airdash (IAD). You can safejump with j.B, whiff j.A for empty throw or empty low 2A, or double jump with falling j.[C] if your opponent is attempting to fuzzy mash the previous options.
Placeholder
* '''22B''': Ranged low option. Extremely useful if you have the meter to cancel into 236C immediately on hit or block to guarantee a combo or continued pressure.


==== Highest AT (e.g 3C j.BC dj.BC AT) ====
'''What about 236B?'''
Placeholder
----
:On paper, 236B looks like a strong and straightforward post-throw oki option: you set the ring on top of the opponent, forcing them to choose between stand block/shield (loses to any low option, like 2C or 22B) or low block/shield (loses to IAD j.B or throw).


=== Corner Oki: EX Wheel KD ===
:In practice, 236B ends up being a much weaker and more unstable version of 5B framekills: it's not unduly difficult to fuzzy shield the ring, covering a low block for meaty low options and shielding high to fish for shield RPS. It also takes 12 more frames to recover than 5B, which removes the safejump from IAD j.B, meaning any reversals have to be hard baited to let the ring catch them.
==== j.[C] j.236C Knockdown > 236B Meaty 22B ====
Example combo into setup:
{| class="wikitable"
|+
|-
|
2a 5b 2b 5c 2c 6c 22b 2c 6c 214b j[c] j.236c, backwalk to max 22B range (or another range if it's better for the matchup), 22B meaty
|}


When set up like this, 236B > max range 22B outspaces heat, lets you bait a fair amount of reversals, and punishes stand shield with a meaty low. It also puts you at a spacing where Shield>A Followup whiffs, and where—if you read Shield>B Followup—you can punish it with 3C. For specifics on baiting reversals, see the charts below. (623C and MD punishes assume you are reacting to the flash. If nothing specific is said after MD, assume you can block, shield, or moonskill as you want.)
:At lower levels, or generally when your opponent is unaware or unused to the fuzzy timing, 236B can be a viable post-throw oki setup, especially when you mix it with 5B to cloak your intentions and keep your opponent from getting too comfortable. You can also use it to get a sense of your opponent's habits if you're willing to risk shield RPS, or use it deliberately to bait out shield if your opponent is extremely predictable with their shield followups. That said, it is predominantly a knowledge and execution check, so avoid overreliance on this tool.


{| class="wikitable mw-collapsible autocollapse"
==== Air Throw ====
|+ Arcueid
Air throw oki is a core component of your gameplan: as the standard meterless knockdown in Melty Blood, this is likely to be the first knockdown you secure each round. It is simple and strong, and even if your opponent successfully blocks you're in prime position to run your pressure game on them afterwards. This is the thing to practice the most when you're starting to learn Akiha, or if you want to play a frightening autocombo Akiha.
|-
! Opponent's Reversal !! Your Answer
|-
| 22B || Outranged at max 22B range
|-
| 22C || 623C, or MD
|-
| 236B+C || 623C (only get a punish if close); MD>shield>recover and punish
|}


{| class="wikitable mw-collapsible autocollapse"
The most important thing to remember is to '''not''' use your second jump or airdash when going for an airthrow, and to use them instead to run your setup.
|+ Ciel
|-
! Opponent's Reversal !! Your Answer
|-
| 22B || Outranged with only a slight backwalk after ring
|-
| 22C || Outranged with only a slight backwalk after ring
|-
| 236C || MD
|-
| 236B+C || MD>block>punish or MD>shield>A.
|}


{| class="wikitable mw-collapsible autocollapse"
'''j.A (dl.)AT > 9A+B whiff j.C 2A~D'''
|+ Tohno
----
|-
:Sometimes referred to as Nanase oki (after the player who shared the tech), j.A airdash oki is absurdly strong at stopping most common wakeup options: the crossup is ambiguous, then the whiffed j.C tricks them into thinking an overhead is coming, and then the 2A hits them low, and if they opted to ignore you and mash their reversal/heat, using D to trigger shield as a cancel to whiffed 2A blocks ''that''. And then after they figure all that out, you can just skip the 2A and go straight to throw or command grab, especially if they get confident about shielding it correctly.
! Opponent's Reversal !! Your Answer
|-
| 623B || Outranged with only a slight backwalk after ring
|-
| 623C || Outranged with only a slight backwalk after ring
|-
| 236B+C || Moon Drive>shield>A. Your 236B+C invulns through the unheld version and hits with the strike; unsure about the held version.
|}


{| class="wikitable mw-collapsible autocollapse"
* '''j.A AT''': Instantly doing airthrow after j.A hits will cross up the opponent on their wakeup.
|+ Akiha
* '''j.A dl.AT''': A delay will prevent the crossup and will hit same-side on their wakeup. The delay is fairly tight but noticable.  
|-
! Opponent's Reversal !! Your Answer
|-
| 623C || Outranged at max 22B range. If closer, can MD>shield>recover and punish.
|-
| 236B+C || Outranged, even with only a slight backwalk after ring.
|}


{| class="wikitable mw-collapsible autocollapse"
:Being able to vary the timing will make this mixup significantly more ambiguous. If you don't know which side you're landing on, how can your opponent know?
|+ Kouma
|-
! Opponent's Reversal !! Your Answer
|-
| 623B || Outranged at max 22B range
|-
| 623C || Cannot outrange. MD.
|-
| 214C || Outranged with only a slight backwalk after ring.
|-
| 22C || Whiffs at max 22B range, but he armors the 236B. Can 236C on reaction to the flash, or MD>shield>B+C if you stayed in range to get hit.
|-
| 236B+C || Cannot outrange. 236B+C on reaction hits for 2500 (no grab). MD>jump is your best punish.
|}


{| class="wikitable mw-collapsible autocollapse"
:See [https://www.youtube.com/watch?v=3xVC1ByvBhk this video] for a visual demonstration of this tech.
|+ Noel
|-
! Opponent's Reversal !! Your Answer
|-
| 22C || Cannot outrange. Can 623C on reaction, or MD.
|-
| 236B+C || Cannot outrange. Your 236B+C will invuln through and hit with the strike. Moon Drive>block is best.
|}


{| class="wikitable mw-collapsible autocollapse"
==== EX Enders ====
|+ Vlov
'''5CC 236C > 2A+B 236A'''
|-
----
! Opponent's Reversal !! Your Answer
:This setup uses a well-spaced 236A to drop a ring directly in front of your opponent, but ''not'' in such a manner that they are immediately hit by it on wakeup. This is a little deceptive due to how the hitboxes of '''''Brilliant Wheel''''' actually reside in the center of of the ring, rather than on the edges where you would expect them to be. This allows you to play a little more cautiously, letting the hitboxes in the center of the ring be a barrier while you run your mix.
|-
| 236B+C || Moon Drive>shield>B followup. Check the timing for this before you try it in match; it's a little unintuitive.
|}


{| class="wikitable mw-collapsible autocollapse"
:Most importantly, being inside the ring neutralizes most shield followups from the opponent, making this very effective counterplay for an opponent who shields frequently on wakeup. See the video below for Corner EX Enders for a thorough explanation of how this setup interacts with shield followups.
|+ Roa
|-
! Opponent's Reversal !! Your Answer
|-
| 623B || Outranged with only a slight backwalk after ring
|-
| 623C || Outranged with only a slight backwalk after ring
|-
| 236C || Cannot outrange. MD>block or MD>shield>a.
|-
| 236B+C || Cannot outrange. 623C punishes. Moon Drive>shield>recover also punishes.
|}


{| class="wikitable mw-collapsible autocollapse"
:This type of setup will work midscreen, but is significantly more powerful in the corner. The major difference is that backdashing or walking backwards is an effective way to neutralize the setup. You can call out both of these options on read: 214A will call out backdashers, and using a far-reaching low like 2C or 22A/B will stop attempts to walk away from the setup. Unless you are confident in your skills, however, it is often better to take air throw oki.
|+ Miyako
|-
! Opponent's Reversal !! Your Answer
|-
| 623A || Outranged with only a slight backwalk after ring
|-
| 623C || Outranged at max 22B range
|-
| 236B+C || Outranged at slightly less than max 22B range
|}


{| class="wikitable mw-collapsible autocollapse"
'''Advanced Alternative: 236C > 66 2A+B 236A'''
|+ Hisui
----
|-
:A more advanced alternative, the timing and spacing needed is difficult and will require practice. Instead of using the ring as a shield, this instead sets up a corner-like situation midscreen. Your usual goal with this will be punishing a wakeup shield attempt with either rising j.B, 2A, or a throw. Once they stop shielding and start blocking, you can superjump into neutral jump directly over them to set up ambiguous drift left/right mix.
! Opponent's Reversal !! Your Answer
|-
| 236B+C || Cannot outspace. MD>shield>A.  
|}


{| class="wikitable mw-collapsible autocollapse"
:If your timing is bad with this, you are directly next to your opponent and extremely vulnerable to mash or reversals, so be sure to practice this if you opt for it.
|+ Kohaku
|-
! Opponent's Reversal !! Your Answer
|-
| 214C || (Answer pending. Initially had recover from 22B, backdash twice, and punish the landing, but that might be a training mode only punish.)
|-
| 236B+C || Moon Drive>tap shield and jump after. If shield connects, then hit the b followup, run to Kohaku, and punish. (Needs further testing.)
|}


{| class="wikitable mw-collapsible autocollapse"
=== Corner ===
|+ Warc
Many midscreen setups are useful in the corner as well. There are important differences, however, and these are discussed below. Ground throw oki remains the same midscreen as in the corner.
|-
! Opponent's Reversal !! Your Answer
|-
| 236C || Cannot outspace. Can 623C on reaction and punish. Can MD>block or MD>Shield and punish.
|-
| 236B+C || Can 623C through if closer; practice the spacing for this, because it's weird. Moon Drive>shield>recover punishes.
|}


{| class="wikitable mw-collapsible autocollapse"
==== Air Throw ====
|+ Saber
'''j.A j.B AT > dj. j.A (whiff) falling j.C'''
|-
----
! Opponent's Reversal !! Your Answer
:Corner-only safejump. Air dash oki is significantly less powerful in the corner, so this is your best option when you route into air throw enders.
|-
| 623C || 623C, MD.
|-
| 214B+C || ABANDON HOPE, ALL YE WHO ENTER HERE
|-
| 236B+C || If within 2C range, can MD>shield>recover.
|}


==== EX Enders ====
'''214B jc j.[C] j.236C > land 7A+B whiff j.A 236A'''
----
:Because of how corner combos alter spacing, you will need to do a somewhat more complicated framekill to get the spacing and timing for 236A setups. The followups


=== Midscreen Oki: Airthrow Knockdown ===
:See [https://www.youtube.com/watch?v=XZGgNGQzQS8 this video] for more information and a visual demonstration of this tech.
Placeholder
 
==== Lowest AT (e.g. 214B j.[C]B AT) ====
Placeholder
 
==== Lower AT (e.g. j.[c]b land j.AB AT) ====
Placeholder
 
==== Moderate AT (e.g. 3C immediate AT) ====
Placeholder
 
==== Higher AT (e.g. 3C j.AB AT) ====
Placeholder
 
==== Highest AT (e.g 3C j.BC dj.BC AT) ====
Placeholder
 
=== Midscreen: EX Wheel Knockdown ===
Placeholder


== Defense ==
== Defense ==

Revision as of 07:05, 17 August 2022

Overview

Akiha is a setplay focused character with the potential to completely lock the opponent down from a single confirm. She has multiple tools to maintain this lockdown, most notably her 236X series which leaves long-lasting stationary ring projectiles that severely limit the opponent's options when near one. This lockdown power comes at a cost, however—because so many of her tools are designed to enable her devestating pressure and oki game, she lacks a strong presence in neutral.

In general, Akiha is rewarded for patient play in neutral and defense as she searches for exploitable weaknesses in the opponent's gameplan.

Disclaimer


This guide was written to reflect the state of the game as of the 1.2.4 version. With the release of 1.3.0, some of the information in this guide may change.

Neutral

Akiha has two main ways to engage with neutral: midrange zoning and a more rushdown style. Both have their advantages and disadvantages, and are more appropriate in some matchups than others. In general, the choice of neutral style is left to the player's preference, though a player who can dynamically shift their neutral styles can easily leave their opponent constantly on edge and unsure of what options Akiha is looking to use.

General

A core component of Akiha neutral centers on whiff punishment with her strongest jump-in normal, j.B. If an opponent is committing to a grounded approach to you and you expect them to use a grounded poke (usually a 5B or 5C), you can evade the incoming attack with a backwards jump and punish the recovery frames with an airdash forward into falling j.B. The nature of j.B's hitbox makes it well suited to this tactic, as it hits deep below Akiha and on either side. On successful hit, you can confirm it into 2B 2C (5C) 5[B] and continue into your BnB.

This is probably the most "straightforward" approach to Akiha's neutral, but in practice you'll likely be finding yourself doing anything but this. Because Melty Blood is a game of aerial footsies, you'll generally need to successfully convince your opponent that aerial approaches are risky with solid anti-airs, and punish them for attempting to close the gap on the ground. This doesn't make it not worth learning: if you've learned how to evade and punish every common poke your opponents can throw at you, one careless move by them can net you an easy win condition.

Midrange Zoning

Akiha can utilize her specials such as Brilliant Wheel (236X), Painting the Moon (623X), and Crushing Beasts (22X) to zone from midrange and enforce space control, punishing the opponent on their approach. If the matchup allows for it, this is the safest approach to neutral, allowing you to be patient and scout out your opponent's responses to your space control.

Brilliant Wheel


Brilliant Wheel is a staple move to control space: 236A completely locks off ground approaches, while 236B creates a major hazard for aerial approaches. While these are active, if your opponent attempts to navigate around them, their movements will be extremely predictable and allow you to easily react to their approach. You will need to be wary of being too predictable with rings, as opponents can simply jump into them and shield for a free RPS situation. Additionally, the aerial versions come with significant landing recovery, making them very punishable to throw out carelessly.
If a Brilliant Wheel ring is already active on the stage, performing a different Brilliant Wheel input will end the active frames of the current ring and place a new one. This can be an effective tactic to bait out jump shielders and catch their landing recovery.
On hit, you can convert with j.[C] delay j.B 5C 5[B] and route into BnB as appropriate. If the hit was grounded, you can instead choose to confirm with 5C and continue with the BnB from there.

Painting the Moon


Painting the Moon is a strong anti-air option that covers a large diagonal space directly above Akiha. This special is air unblockable, which means the opponent must commit to shield in the air to secure themselves against this option; if an opponent finds themselves blocking Brilliant Wheel in the air, they cannot shield and are extremely vulnerable to Painting the Moon. It's important to note that this special does not cover any space on the ground except directly in front of Akiha, and even there crouching will low profile the attack.
On hit, any version of Painting the Moon can be cancelled into EX Brilliant Phantasm (214C) to convert into a combo; if you have it available, activating Moon Drive as a confirm can make this link easier and slightly more damaging.

Crushing Beasts


Crushing Beasts is your grounded space control option, reaching nearly halfscreen distances and hitting low as a bonus. 22A comes out frame 11, which isn't much longer than 2C's 9 frames and recovers much faster, though you still don't want to whiff it. 22B has a larger hitbox and slightly faster recovery in exchange for a more reactable 18 frame startup.
On hit or block, you can cancel Crushing Beasts into EX Brilliant Wheel to either confirm a combo or extend pressure.

Rushdown

Akiha's specials are excellent space control tools, but they're outclassed by the larger zoning tools possessed by some characters. If you find that your zoning gameplan is being outclassed by your opponent, you can switch from using a special-oriented gameplan to using (and abusing) Akiha's strongest normals to close gaps fast and keep the pressure on opponents trying to keep you out.

While Akiha is capable with a more rushdown-oriented strategy, this approach is inherently riskier and matchups where she's forced to be more aggressive in order to keep from being outzoned are heavily unfavorable for her. For most matchups however, Akiha's rushdown options are best kept as ways to keep overloading your opponent's mental stack and present them with even more potential options to keep track of.

j.[C]


The other standout Akiha air button, j.[C] comes with a great hitbox in front of and below Akiha, clash frames, and a bounce to give you time to confirm your combo. j.B excels in closer-range engagements, but Akiha's short airdash and the somewhat narrow nature of j.B make it less of a threat if you're not already closer than round start distance. If you're finding yourself at halfscreen or further, throwing out a superjump into j.[C] can give you a safer approach than you would otherwise think. The clash frames can help deal with attempts to zone or anti-air you, and can easily catch an extended hurtbox.

dj. j.B


If the angle of superjump is favorable, or if you're close enough to begin with, using Akiha's double jump to mix up your aerial options and bait your opponent's run-unders gives you a chance to leverage drift mechanics and j.B's ambiguous crossup nature. j.B. is strongest when you are directly above an opponent, so double jumping when you're over them, then holding 4 or 6 to drift left/right lets you setup an ambiguous crossup situation that's difficult to block or anti-air.

5C


5C is one of Akiha's best grounded normals in neutral: it's just as fast as 5B but advances further, has a high-hitting hitbox to catch someone trying to jump out, and on block retains all of Akiha's rebeat options to immediately launch into a pressure string. If you've conditioned your opponent into expecting an aerial approach, simply running up and pressing 5C can give you a frightening starter and make them far more wary of your options on approach.

Pressure

Alongside universal Melty Blood pressure options like staggers and rebeats, Akiha has a number of ways she can open someone up once she's got them blocking.

Your general blockstrings should ideally leave 5A open for rebeat purposes, and 5B is massively outclassed by 5[B] as a frametrap and combo confirm tool, so it's not advised to use 5B. That said, you can confirm a combo from 2C with 214A and link into 5C 5[B], so if you inadvertently route into it (or do so intentionally to throw an exceptionally aware opponent off guard) you can still confirm a combo if you land a hit.

Your go-to safe pressure ender should be 22A -- this leaves you minus at a comfortable distance where you are better prepared to react to your opponent's next moves. 22A also hits low as a bonus so you can catch people standing.

As always, with the strength of shield options mid-pressure in Type Lumina, be aware of your opponents shielding habits and look to counter them.

Frametraps

The most useful natural frametraps available to Akiha are 5[B] and 22B, which can frametrap off any normal. 5[B] in particular offers clash frames, making it especially useful if you suspect your opponent might go for a meterless reversal attempt. 22B doubles as a frametrap low and pressure ender, especially when you mix it with 22A. 22B gives you better frame advantage than 22A does, but still leaves you at a distance where you can't really exploit the slight difference in advantage.

214A/B can also frametrap, especially when you have discouraged your opponent from using low shield options with throws. This is a risky option however, as you are left minus or even at point blank. 214A hits mid but comes out much faster and travels a shorter distance; 214B hits overhead, but travels much further and can easily whiff if your spacing is off.

Pressure Resets

Akiha has access to metered gapless pressure resets through 236C, which doubles as a confirm for a successful 22B frametrap. While your opponent is blocking the wheel, you can superjump and go for a left/right j.B mixup and continue with grounded pressure if they successfully block it. It is very important to be mindful of your meter when going for a 236C reset: Akiha is resource-hungry at all times, and exchanges meter for strong mix and pressure opportunities.

Rebeat Options

Akiha has a lot of lows and no standing overheads, so to open up your opponent through high/low mix requires a bit of conditioning. Using 5A rebeats at good spacing where it whiffs (often achieved through staggered cancels) will allow you to IAD j.C a crouching opponent relatively quickly and put that on their mental stack. 5A rebeat throw is also a strong option to encourage mashing and discourage shield use.

Okizeme

Once you've successfully navigated neutral and secured a hard knockdown, Akiha's strong oki options provide you with a powerful win condition and an opportunity to play the single-player game until you secure victory. Because of how essential these setups are to her gameplan, it's important that you practice and understand her setups and learn their strengths and weaknesses.

The oki setups listed below are not intended to be exhaustive or comprehensive; they represent a stable slice of techniques that are both easy to understand, and easy to implement. The Resources page contains comprehensive community documentation of Akiha tech should you want or need more advanced techniques than available here.

For general purposes, midscreen you should opt for meterless air throw enders, while in the corner you should prioritize EX enders.

Note


For information previously available in this section, please see this diff. This information will be merged to other pages at a later date.

Midscreen

Ground Throw

5B Framekill


From any ground throw, using whiffed 5B for a framekill sets up a lot of options for Akiha.
  • IAD: Hold 9 and press A+B for an instant airdash (IAD). You can safejump with j.B, whiff j.A for empty throw or empty low 2A, or double jump with falling j.[C] if your opponent is attempting to fuzzy mash the previous options.
  • 22B: Ranged low option. Extremely useful if you have the meter to cancel into 236C immediately on hit or block to guarantee a combo or continued pressure.

What about 236B?


On paper, 236B looks like a strong and straightforward post-throw oki option: you set the ring on top of the opponent, forcing them to choose between stand block/shield (loses to any low option, like 2C or 22B) or low block/shield (loses to IAD j.B or throw).
In practice, 236B ends up being a much weaker and more unstable version of 5B framekills: it's not unduly difficult to fuzzy shield the ring, covering a low block for meaty low options and shielding high to fish for shield RPS. It also takes 12 more frames to recover than 5B, which removes the safejump from IAD j.B, meaning any reversals have to be hard baited to let the ring catch them.
At lower levels, or generally when your opponent is unaware or unused to the fuzzy timing, 236B can be a viable post-throw oki setup, especially when you mix it with 5B to cloak your intentions and keep your opponent from getting too comfortable. You can also use it to get a sense of your opponent's habits if you're willing to risk shield RPS, or use it deliberately to bait out shield if your opponent is extremely predictable with their shield followups. That said, it is predominantly a knowledge and execution check, so avoid overreliance on this tool.

Air Throw

Air throw oki is a core component of your gameplan: as the standard meterless knockdown in Melty Blood, this is likely to be the first knockdown you secure each round. It is simple and strong, and even if your opponent successfully blocks you're in prime position to run your pressure game on them afterwards. This is the thing to practice the most when you're starting to learn Akiha, or if you want to play a frightening autocombo Akiha.

The most important thing to remember is to not use your second jump or airdash when going for an airthrow, and to use them instead to run your setup.

j.A (dl.)AT > 9A+B whiff j.C 2A~D


Sometimes referred to as Nanase oki (after the player who shared the tech), j.A airdash oki is absurdly strong at stopping most common wakeup options: the crossup is ambiguous, then the whiffed j.C tricks them into thinking an overhead is coming, and then the 2A hits them low, and if they opted to ignore you and mash their reversal/heat, using D to trigger shield as a cancel to whiffed 2A blocks that. And then after they figure all that out, you can just skip the 2A and go straight to throw or command grab, especially if they get confident about shielding it correctly.
  • j.A AT: Instantly doing airthrow after j.A hits will cross up the opponent on their wakeup.
  • j.A dl.AT: A delay will prevent the crossup and will hit same-side on their wakeup. The delay is fairly tight but noticable.
Being able to vary the timing will make this mixup significantly more ambiguous. If you don't know which side you're landing on, how can your opponent know?
See this video for a visual demonstration of this tech.

EX Enders

5CC 236C > 2A+B 236A


This setup uses a well-spaced 236A to drop a ring directly in front of your opponent, but not in such a manner that they are immediately hit by it on wakeup. This is a little deceptive due to how the hitboxes of Brilliant Wheel actually reside in the center of of the ring, rather than on the edges where you would expect them to be. This allows you to play a little more cautiously, letting the hitboxes in the center of the ring be a barrier while you run your mix.
Most importantly, being inside the ring neutralizes most shield followups from the opponent, making this very effective counterplay for an opponent who shields frequently on wakeup. See the video below for Corner EX Enders for a thorough explanation of how this setup interacts with shield followups.
This type of setup will work midscreen, but is significantly more powerful in the corner. The major difference is that backdashing or walking backwards is an effective way to neutralize the setup. You can call out both of these options on read: 214A will call out backdashers, and using a far-reaching low like 2C or 22A/B will stop attempts to walk away from the setup. Unless you are confident in your skills, however, it is often better to take air throw oki.

Advanced Alternative: 236C > 66 2A+B 236A


A more advanced alternative, the timing and spacing needed is difficult and will require practice. Instead of using the ring as a shield, this instead sets up a corner-like situation midscreen. Your usual goal with this will be punishing a wakeup shield attempt with either rising j.B, 2A, or a throw. Once they stop shielding and start blocking, you can superjump into neutral jump directly over them to set up ambiguous drift left/right mix.
If your timing is bad with this, you are directly next to your opponent and extremely vulnerable to mash or reversals, so be sure to practice this if you opt for it.

Corner

Many midscreen setups are useful in the corner as well. There are important differences, however, and these are discussed below. Ground throw oki remains the same midscreen as in the corner.

Air Throw

j.A j.B AT > dj. j.A (whiff) falling j.C


Corner-only safejump. Air dash oki is significantly less powerful in the corner, so this is your best option when you route into air throw enders.

EX Enders

214B jc j.[C] j.236C > land 7A+B whiff j.A 236A


Because of how corner combos alter spacing, you will need to do a somewhat more complicated framekill to get the spacing and timing for 236A setups. The followups
See this video for more information and a visual demonstration of this tech.

Defense

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