Melty Blood/MBAACC/Akiha Vermilion/Full Moon: Difference between revisions
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=Defense= | =Defense= | ||
As a character with the lowest life in the game, you really don't want to be put into a position where you have to rely on defense. | As a character with the lowest life in the game, you really don't want to be put into a position where you have to rely on defense. However, if you do get caught in such a position, namely having to anti air and having to deal with someone's offense. | ||
==Anti air== | ==Anti air== | ||
Anti air in Melty is more preemptive and soft read based than purely reactionary. That being said, FVAkiha has a few anti air options available to her. | Anti air in Melty is more preemptive and soft read based than purely reactionary. That being said, FVAkiha has a few anti air options available to her. |
Revision as of 15:40, 7 May 2016
Combos
Midscreen combos
- 2AA5B5C4C(2) j.ABC dj.BC AT
- Basic BnB
- 2AA5B5C4C(2) j.ABC dj.C 236C j.A (whiff) j.BE214A
- 100 meter knockdown
- 2AA5B5C4C(1) tk j.22B airdash j.C land j.BC dj.C AT
- Advanced, damage combo
- 2AA5B5C4C(2) 236C 5C3C j.BC dj.C AT
- 100 meter damage combo
- 2AA5B5C4C(2) j.AC sdj tk j.236B (2369B) wait, airdash j.214A
- Midscreen hard knockdown for oki.
- 2AA5B5C623A tk j.22C airdash j.AB land j.BC dj.C AT
- Corner carry from midscreen or 3/4th of screen. On some characters (eg Ryougi) you need to do airdash j.A airdash j.AB instead.
For combos 3,4,5,6, you can switch the enders from j.BC dj.C AT to j.B sdj.C j.236C for hard knockdown oki.
Near corner
- 2AA5B5C623A j.22A j.C land j.BC dj.BC AT
- Damage combo in corner. Slightly delay the j.22A for ease.
- 2AA5B5C623A(1) IAD j.C land j.BC dj.BC AT
- Damage and corner carry
Momiji loops
Momiji loops are basically you doing 623B over and over (up to three times) in a combo. The meter build for a Momiji loop combo is huge (up to 95% meter for a basic combo), so if you're meter starved or need just a little bit for an IH opportunity, it can be worth it, otherwise they do terrible damage.
- Starters
- 2AA5B2C delay 3C623B
- Basic starter.
- 2A5AAA5B5C4C(1)623B
- Number of hits required for 623B to connect is character specific.
- 2AA5B5C236C 2C3C
- Does not work on crouching characters; use 4C if too far for 2C to connect.
- Enders
- 2C623A j.8 delay j.22A j.236A
- Crossup setup
- 2C3C623B 2C delay 4C(1) j.22A j.236A
- Crossup setup 2
- 2C3C623B 2C3C623B
- Hard knockdown
- Hard knockdown okizeme
- tk7 j.22B j.214B on landing
- Safe way to start ground pressure
- sj forward j.22A j.236A
- Safe way to start air pressure, can go into (j.22B j.22C)x N loop for some meter gain
Misc. Combos
- Air counterhit
- land 5C4C(2) j.BC j.BC AT
- Shield counter
- 2C3C j.BC dj.BC AT
- Raw airthrow
- j.22A land j.BC dj.BC AT
- Damage
- immediate j.236a/b
- Knockdown
- Overhead 6[C]
- 623B 2C3C623B
- Knockdown in corner
- 6C xx 5C4C(2) j.BC j.(B)C AT
- When you need damage off overhead in corner
- dash 2C delay 4C(2)623B -> Momiji loop
- Fullscreen knockdown
- dash 5C4C(2) j.BC dj.BC AT
- Damage, when in corner omit the dash and link directly into 5c
- 623C
- airdash j.A (whiff) land ...2C3C j.BC dj.BC AT
- Damage
- (reversal 623c)...2C623B 2C3C623B
- Knockdown. Doesn't work if your back was straight in the corner (the 2C3C623B will not be in range
- (reversal 623c) airdash cancel late j.22a land j.bc j.bc AT
OTG
FVAkiha doesn't really use OTG's because her corner knockdown game is strong, however they are an option. You usually want to OTG in the corner, so these are corner only.
- 2AAA5B
- Simple OTG. In the corner it leads to tech punishes using 5B 5C.
- 2AAA5B2C4C623C airdash j.A(whiff) into corner combo (either Momiji loop or 4C into air combo)
- You get a fair bit of damage for your meter investment here, so it's generally worth it if you're pursuing a kill.
Counter hits
FVAkiha makes use of ground and air counter hits very well, using them to get extremely high damage or turn air to air encounters to full corner carry combos.
- Anti air counter hit (ie anti air 5A counter hit, air to air j.A or j.B counter hit)
You have a few options but most of them are tricky to land as they depend on the height of the opponent as you hit them after the counter hit.
- Easy version
- 5B 4C j.BC dj.BC AT
- Corner carry version
- 2C623A tk j.22C airdash j.AB land j.BC dj.C AT
- Max damage midscreen
- 4C(1)tk j.22B airdash j.C land j.BC dj.C AT
- Air to ground counter hit (ie j.C counter hit)
If you have a double jump remaining you can turn this j.C into massive damage. An easy version is
- j.C dj j.22A j.C land 5BC...
- Adding that pit before the ground string adds about 1.5k to your combo so it's very useful to know in a situation where you know you'll land a counter hit (as a shield punish, punishing moves with counter hit recovery)
- Ground counter hit
5B and 5C on counter hit lead to a lot of damage.
- CH 5B, 5B5C... (ie you get to link 5B after CH 5B)
- CH 5C22B, 5A5B...
- Does not work in the corner.
- CH 5C tk7 j.22B~6 22C 214B, land, pit loops
Do note that after the pit loops you don't get much because 623A and 4C both require you to have a jump cancel, which you've used up with the 5C at the start.
Character Specifics
- Necos
Standard combos don't work, do this instead.
- 2AA5B2C3C j.BC dj.BC AT.
Movement
FVAkiha is one of the most mobile characters in all of Melty Blood. Her mobility is one of the biggest reasons she's as good as she is. Of course, with great mobility comes great responsibility - you must make sure that you're not moving yourself into harm's way, as VAkiha's extremely low life means any mistake you make can mean the end for you.
Ground
FVAkiha's walkspeeds are above average, but no one simply walks around in Melty Blood so it is what it is.
Her ground forward dash is extremely fast, has very little startup (ie it doesn't take her long before she starts moving, as opposed to say PCiel, whose dash has a long amount of time at the beginning where she isn't moving), and has a bit of low profile ability, allowing her to dash under some characters who are trying to jump in with buttons towards you, and potentially run behind someone and 5A them on the other side. This dash coupled with her strong frame data allows her to also tick throw quite effectively.
Her ground backdash is average, it's invincible just like everyone's else. It can be useful to increase the distance between you and your opponent if you really can't afford the time to jump and air backdash. Not much more to say about it.
Air
FVAKiha's air mobility is second only to F Hime who has flight. In addition to having two average trajectory jumps and two above average airdashes, she also has puffballs (j.236A/B), pits (j.22A/B/C) and pillars (j.214A/B), and using a combination of all these options can make the opponent's life a nightmare.
Her jumps cover a standard amount of distance and float for a standard amount of time. Her dash jump covers a long distance so dash jumping to poke the opponent out of anything slow in the air is a valid strategy if you have the hard read to back it up. Having two dashes in the air allows you to bait out big normals an come back in and punish.
Puffball (j.236A/B) can be done indefinitely in the air. A version floats you towards where you are facing and B version floats you away from where you are facing. They basically have no hurtbox where her arms are, so it's an extremely good option while moving around if your opponent is anywhere below you, since it's really difficult to challenge from that angle. Choosing between the A and the B version depends on the situation - do you want to go forward or go backward? Using a puffball disallows you from air backdashing till you land, so it's extremely important to know which version of the puffball you want to use. Also note that puffballs' momentum changing is affected by what jump you are doing, so doing a dash jump puffball can make the A version puffball go way ahead and the B version puffball barely move backwards if at all.
Pit (j.22A/B/C) can also be done indefinitely in the air (this is where the concept of pit loops comes from). All versions make you float slightly upwards and backwards, overriding all previous momentum. This is great as a brake in the air, so you can just pause and make yourself not land on a potential anti air, which is great when you're air teching and you've used up all your movement options and someone's making you land onto a normal for a ground to air combo. Pits have great recovery and let you keep all your movement options so they're great to just move around with, and they also have the added benefit of activating and putting the opponent in huge amount of blockstun if you push them into pits while in blockstun.
Pillars (j.214A/B) are similar to ground pillars, except done in the air. They're a great way to protect your landing if someone's running towards you to anti air you out of the air, but if someone jumps over the pillar you're in deep trouble because you are in full recovery till you land AND you have extra recovery when you land. They're also good to bully opponents who like to stay on the ground from far, though this is Melty Blood so you wouldn't find players like those often.
Offense
FVAkiha's offense is extremely potent, with F moon's standard extremely good frame data coupled with a really fast dash that allows her to tick throw very well.
Pressure
Erryfing is + on block yo.
TK air puffball
Super jump puffball isn't that good. You want to normal jump tk puffball, you do this by either 412369A or [2]369A (hold 2 for a little while before doing the rest of the motion).
Okizeme
She set the knock of the down of teh real nice.
Air throw
Air throw is one of the more common knockdowns you will be landing, so it's important to know what kinds of oki options you get.
- Dash 2A
- While not strictly meaty depending on the character, it does beat wake up mashing by everybody. 2A is +3 on block as well, so even if they don't mash, you can run with the advantage.
- 214[B]
- If you predict your opponent to just wake up DP, but still want to retain some sort of advantage, you can do 214[B] and make their reversal whiff (or make them hit a pillar, in which case if it hits as a counter hit you can combo off it) while still putting them in blockstun. If they block it you have enough time to run up and do a 2A as part of the blockstring from the pillar. Do note that pillars are not strictly meaty and they can jump out, but they'll have to block them in the air which leads to an unblockable 4C.
Once the opponent starts respecting these you have the option to run up throw, IAD j.C, run up puffball, etc, but note that these two are the primary options you have.
Corner 623B
Ender to Momiji loop and hard knockdown.
Air puffball
Often landed as a frame trap or as a combo ender
- Frame trap/corner 623A j.22A j.236A
- You're right on top of them as you land this, you get the option to neutral double jump and go for sandoori. Sandoori is a Japanese term, identical in meaning to the American which-way, describing a left right mixup with three different options.
- Double jump up, float left, late j.C (so you land before j.C becomes active) 2A
- Double jump up, float right, late j.C (so you land before j.C becomes active) 2A
- Double jump up, float left, airdash forward j.C
- Double jump up, float right, j.236B (to bait DP's)
- These options create a three way mixup that's relatively safe (you can use the different floats to confuse which way to enter 623 for DP's, or j.236B to flat out beat DP's).
- 4C j.AC sdj j.236B
- You're slightly further away from them so you can't go for sandoori.
Ground throw
Ground throw with FVAkiha really good. It fills back your red life and gives a hard knockdown that you can set up a lot of mixups from.
j.236C combo ender
If you want a good knockdown midscreen you'll most likely go for this. For 100% it's not a bad investment.
Defense
As a character with the lowest life in the game, you really don't want to be put into a position where you have to rely on defense. However, if you do get caught in such a position, namely having to anti air and having to deal with someone's offense.
Anti air
Anti air in Melty is more preemptive and soft read based than purely reactionary. That being said, FVAkiha has a few anti air options available to her.
- Air to air j.A/j.B
- Classic Melty anti air. If you get a counter hit with these you can turn it into big damage and/or corner carry into good mixups. If you don't get a counter hit you can still do good damage, however you have to choose whether you think you'll get the counter hit so you can just do a j.A or j.B, land and do a full combo, or you think you won't get a counter hit, in which case you can chain into other normals and end the combo with air throw or j.236C for the knockdown. Whether you're going for the counter hit or the basic chain depends on you and how hard a read you have on getting that counter hit. The counter hit combo will lead to a lot more damage and better positioning and oki situation on counter hit, but without counter hit doesn't net you anything, while the basic chain works all the time but gives much less damage and worse positioning. Do note that j.A is better if they're around your shoulder level or slightly higher, while j.B is better if they're much higher than you.
- Air throw
- Air throws in Melty are a really good anti air, similar to Guilty Gear. However, the difference is that in Melty Blood if you whiff an air throw you're stuck there swinging for all eternity, have additional landing recovery and are fully in counter hit state as you're flying across the screen, whiffing your air throw. However they do lead to decent combos, for FVAkiha at least, and they are (almost?) instant, much faster than j.A or j.B, so if you think someone is going to airdash at you and you won't have time to get out a j.A or j.B or they're going to do an empty airdash trying to bait your anti air shield, you can get an air throw (and possibly yell "SCOOOOOOOPS!" when you get it). Do note that you can air throw to the left or the right by holding that direction when you input your air throw, so if you're in the corner and you see someone jump at you, it might be a decent idea to air throw them into the corner.
- Ground normals (ie 5A, 5C, 3C)
- Ground normals generally don't tend to be amazing anti airs in Melty due to how fast jumping normals are and how much ground normals aren't designed for great anti air use (you won't find anything like a Guilty Gear 6P, for example).
- 5A isn't a great anti air in terms of hitboxes(the hitbox is the underside of her arm, while the hurtbox is the whole arm and slightly above it), but if someone's airdashing at you really low, there might be a chance you can 5A them out of it and get a small combo or an air tech situation. 5A is also a good anti air if you were able to dash under the opponent, since their normal will then come out on the other side adn there's no risk of their jump normal hitting you out of your 5A (unless their jump normal hits behind them), and as FVAkiha's dash has a bit of low profile, there are quite a few situations where you can use dash under 5A as an anti air.
- 5C is a better anti air in terms of hitboxes, but it is a slow normal so you can't really use it as a raw reaction anti air - it is a soft read (ie prediction + reaction, "I think they'll air dash at me; oh they airdashed, I'll 5C.") anti air. Same with 5A, if they get hit by this you can jump cancel it and get a small combo, or let them tech for an air tech situation.
- 3C is extremely slow but its saving grace is that it reaches extremely high when 5A and 5C do not, so if someone's flying above your head high enough where you can't 5A or 5C them but not super high so you can't reach them at all, you might be able to get 3C as a little hit. Same with 5A and 5C, you can jump cancel it and get a small combo (do note that jump cancelling with 8 after 3C gives you a super jump, which might be necessary for you to get a combo off it) or let them tech for an air tech situation.
- All these normals on counter hit lead to full air combos similar to counter hit air to air j.A or j.B.
- Shield
- Shield is the universal anti air, and since you're F moon you can input 236D after your shield and get a basic combo after it. if you think someone will air dash at you and you don't have time to air throw them or j.A them, and you're sure that they will hit an air normal, you can let it out and get decent rewards if they do the air normal. However if they just empty jump or air dash again or use some other method to bait shield, causing your shield to whiff, you're going for a ride, as shields are punishable by counter hits during recovery. Be extremely careful when using shield as an anti air against good opponents, as they will blow you up extremely hard if you mess up.
- Avoid the scenario
- Melty Blood is an aerial game and you're FVAkiha so you have some of the best air movement in the whole game. The best way to anti air is to not get caught in situations where you have to rely the above tools to try to get out. Try to be above the opponent whenever possible (and avoid their air normals). Use pits and puffballs to maintain aerial superiority. Use your good air normals and puffballs if someone below you want to challenge you. Use your two airdashes and one double jump to completely avoid whatever situation your opponent has set out for you down below. This is not to say that there will never be scenarios where you have to rely on the above options to escape your opponent jumping at you, but like the old proverb says, "The best cure is prevention." Don't be there for your opponent to jump at you.
Post block reversals
She only has 623C as an invincible reversal, which on hit gives fairly good rewards, but during recovery is counter hit punishable and is relatively slow so it's easy to safejump (however it is air unblockable so they actually need to do a decent safejump - they can't just air block it).
She also has shield just like every character, however as with every character, it's a huge risk if it gets baited because she's in counter hit state during recovery.
Her shield bunker slides very low to the ground and there are chances that you can avoid some stuff with it but it's generally not a great option because C and F shield bunkers are not fully invincible like H shield bunkers are. Her backdash is fairly standard; it can avoid some stuff if you really want to avoid stuff with it, but again, if it gets baited you are going for a ride.
As an F moon character she does not have access to EX shields and dodges.
Her 2A is 5 frames so it's not as good a mash-out-of-jail-free card as it is for some other characters with faster 2A's, but you can always find situations where you can make use of it to abare out of the opponent's pressure.
While her defensive options are just as lackluster as a majority of the cast, the problem with FVAkiha's stuff is that if it gets baited it hurts a lot, lot more than it hurts everyone else, because her life is extremely low and her defense modifiers are really high (as in she eats a lot more damage per hit than most characters). Be very careful while trying to make a defensive read with these tools. The safest way to defend with FVAkiha is to use your reactions and reads to block and EX guard whenever you can to recover your guard meter, get more meter, and push the opponent away further, and read if someone wants to throw you and avoid it, either with throw techs, abare 2A's, or jumping out.
Pit loops
j.22x over and over paired with j.214x. Real hard but real worth it.
Move Descriptions
Normal Moves
2A
Hits Low, +3 on block. Your standard 2A jab and combo starter. Shorter reach then 5A. |
5A
Hits Mid, +4 on block. A strong pressure tool that can be used as a decent anti-air. |
2B
Hits Mid. -3 on block. Same as C and H moon, it has a 2BB follow up. The second B has to be blocked Low and the third B is jump cancelable. |
5B
Hits Low, -1 on block. Another strong pressure tool. Akiha moves forward slightly. On counter-hit in the corner, you can link into another 5B for massive damage. |
2C
Hits Low, -4 on block. Used in combos, primarily in the Momiji loop. Its faster then her C/H version, but the hitbox is much lower. Not as good an anti-air as the other moons. |
5C
Hits Mid, -5 on block. Same as C/H but doesn't wallslam anymore. Can be used as a good anti-air. |
5[C]
Hits Mid, -/+0 on block. Most much useless. Does pretty good guard bar damage though. |
6C
Overhead, -4 on block. Her overhead, same as the other moons. |
4C
Hits Mid, -16 on block! But, it pushes you out pretty far on block. Hits 2 times and launches. Useful for stuffing out jumps. |
3C
Hits Mid, -4 on block. Very similar to C/H's 5BB. Launches on hit. Not very useful, only used in max damage Momiji loops. 4C is just a better launcher in just about every way. |
J.A
A quick jab that's decent air to air. |
J.B
An upward kick with a pretty good hitbox in front of her. Good for fishing for air to air counterhits. |
J.C
Just like H moon's J.C except it can't be dash canceled. Still great for air to ground mixups. |
Special Moves
Illuminating Judgment: Scarlet Spot 「赫訳・緋斑」 - 236ABC
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Illuminating Judgment: Fire Curtain 「赫訳・火帳」 - J.236ABC
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Illuminating Judgment: Maple Leaves 「赫訳・紅葉」 - 623ABC
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Piercing Moon 「月を穿つ」 - (J.)214ABC
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Illuminating Judgement: Enticing Lull 「赫訳・誘凪」 - (J.)22ABC
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Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
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Another Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
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Last Arc
Crimson Lord Uncountable Pureness: Scarlet Banquet's Good Hill 「赤主遍生・朱宴ノ良坂」
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