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

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==Character Page Progress==
{{TOClimit|3}}
== Character Page Progress ==
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Akiha}}
 
== Additional Resources ==
[http://mbaacc.melty.games/?p1moon=h&p1char=akiha H-Akiha Match Video Database]<br>
[https://www.youtube.com/watch?v=Itsh6IJBeuI H-Akiha combo and tech compilation]
 
==Notable Players==


{{#lst:Melty_Blood/MBAACC:Roadmap|H-Akiha}}
{| class="wikitable"
!width="170"|Name!! width="60"|Color
!width="125"|Region !! Common Venues !! Status !! Details
 
|-
|[http://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=cc. cc.]|| style="text-align:center;"|  
[[File:Akiha-color36.png|Color|55px]]
| Europe || Netplay || Inactive || Was one of the best players in Europe.


==Additional Resources==
|-
|[https://mbaacc.melty.games/?p1char=akiha&p1name=batto+%28ばっと%29 batto (ばっと)]|| style="text-align:center;"|
[[File:MBAACC Akiha Palette 21.png|Color|55px]]
| Japan || KorewaMelty || Inactive || Batsister, one of the better players of this character. Has been around ever since the original Actress Again.


<br>[http://melty.games/ Match Video Database]</br>
|-
[https://www.youtube.com/watch?v=Itsh6IJBeuI H-Akiha combo and tech compilation]
|[https://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=GO1 GO1]|| style="text-align:center;"|
[[File:Akiha-color24.png|Color|55px]]
| Japan || A-cho || Inactive ||


==Players to watch/ask==
|-
'''JP:'''
|[http://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=houjou%20(%E5%8C%97%E6%9D%A1) Houjou (北条)]|| style="text-align:center;"|
*Batsister
[[File:Akiha-color3.png|Color|55px]]
*Houjou
| Japan || A-cho || Inactive ||
*Yume
<br>'''NA:'''</br>
*N/A
*


==Overview==
{| class="wikitable"
|+Strengths Weaknesses
|-  
|-  
|Strengths
|[https://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=yume+%28%E5%A4%A2%29 Yume (夢)]|| style="text-align:center;"|
|  
[[File:Akiha-color29.png|Color|55px]]
*Decent oki
| Japan || A-cho || Active || While still active, he doesn't play this moon a lot anymore, playing F more.
*Good jump in button, j.C
*Good fuzzies
*Good meter gain
*Good damage from normal combos and shield counters
*Simple to play and understand gameplan
|-
|Weaknesses
|
*Linear in neutral due to no ribbons
*Pressure is a bit lack luster also due to no ribbon
*Not many good ex moves to use in pressure or neutral to safely meter manage
*No ex guard
*Bunker is a slide and can whiff in many cases.
|}
|}


==General Gameplan==
== Overview ==
H-Akiha essentially plays similar Akiha neutral in which she uses her jumps and super double jumps to leverage advantage over their opponent. The only key difference from F and C is that H-akiha doesn't have ribbons at all like the others. H Akiha then has auto detonation pits. Not particularly too useful in neutral unless its someone committed to the ground. She's fitted with the ability to reverse beat which makes her corner mixups decent enough to end the matches there. Her combos typically corner carry across the board. Neutral is slightly lacking due to loss of ribbons so you will have to depend on your fundamentals to aid you in navigating neutral but you do have a good jump in called j.C to boot. Once you get a hit, corner carry and use j.236B after j.2C to discourage jump outs since it hits meaty if you don't hold the B button to delay its detonation. A good rushdown character like any H moon character with good corner carry and mixups to boot. neutral and pressure is not as strong as the other Akihas.
 
{{StrengthsAndWeaknesses
|intro=
'''H-Akiha''' is a slow, hard-hitting tank with good meter gain.
|pros=
*'''Large Health Pool''': Has the highest health in the game. It is debatable whether this version of Akiha has the most health out of the 3.
*'''Great Damage''': Combos reach 5k damage. Combos are flexible in terms of execution, but generally more effort = more reward.
*'''Corner carry and oki''': Most combos can lead to corner oki situation. The oki with j.236B is pretty good.
*'''Good Pressure''': Pressure resets, safe meaties, command grab super, triple overhead. Shes got it all.
|cons=
*'''Slow Neutral''': Because she doesn't have air ribbons like other Akihas, she is less mobile in the air.
*'''Poor defence''': H-Akiha lacks good reversals. Inability to exguard, and being forced into H-Moon shield counter also doesn't help.
|tablewidth=80
}}
 
== General Gameplan ==
H-Akiha essentially plays similar Akiha neutral in which she uses her jumps and super double jumps to leverage advantage over their opponent. The only key difference from F and C is that H-akiha doesn't have ribbons at all like the others. H-Akiha then has auto detonation pits. Not particularly too useful in neutral unless its someone committed to the ground. She's fitted with the ability to reverse beat which makes her corner mixups decent enough to end the matches there. Her combos typically corner carry across the board.
 
Neutral is slightly lacking due to loss of ribbons so you will have to depend on your fundamentals to aid you in navigating neutral but you do have a good jump-in called j.C to boot. Once you get a hit, corner carry and use j.236B after j.2C to discourage jump outs since it hits meaty if you don't hold the B button to delay its detonation. A good rushdown character like any H moon character with good corner carry and mixups to boot. Neutral and pressure is not as strong as the other Akihas.
 
=== Neutral ===
Neutral unlike the other moons of this Akiha is very barebones. You mainly will be looking to be at venues to leverage your j.C as it's your best jump-in. Other than that, H-Akiha can use her dash to move in spots since all moons of Akiha Tohno can block frame 1. Dash 2C can be good in places where you cross under and trip guard the opponent, dash 4C is also good since its a fast command normal that hits a lot of space. Again to stress, a lot of H-Akiha's air normals hit downward so its much better for her to be above the opponent.  


===Neutral===
Occasionally use j.22X to force the awareness that the opponent cannot stay on the ground idly. Other than that it will really depend on your understanding of how melty's neutral interactions and the demand for micro decisions work in order to work with her in neutral simply due to not having ribbons.
Neutral unlike the other moons of this akiha is very bare bones. you mainly will be looking to be at venues to leverage your j.C as its your best jump in. Other than that, H-Akiha can use her dash to move in spots since all moons of Akiha Tohno can block frame 1. Dash 2C can be good in places where you cross under and  trip guard the opponent, dash 4C is also good since its a fast command normal that hits a lot of space. Again to stress, a lot of H-akiha's air normals hit downward so its much better for her to be above the opponent. Occasionally use j22X to force the awareness that the opponent cannot stay on the ground idly. Other than that it will really depend on your understanding of how melty's neutral interactions and the demand for micro decisions work in order to work with her in neutral simply due to not having ribbons.


===Pressure===
=== Pressure ===
A lot of her pressure is simple melty pressure with H and C moons where you use rebeats to disguise pressure resets within the staggers. some examples include
A lot of her pressure is simple melty pressure with H and C moons where you use rebeats to disguise pressure resets within the staggers. Some examples include:


*2AA 5B, 5B
*2AA > 5B, 5B
*2AA 5B, delay 2C
*2AA > 5B > delay 2C
*2AA 5B 5A6A, 214B
*2AA > 5B > 5A6A > 214B
*2AA 5AA dash grab
*2AA > 5AA, dash grab
*2AA 5AA delay 6AA  
*2AA > 5AA > delay 6AA  
*2AAAA iad j.B/j.C
*2AAAA, IAD j.B/j.C


these are basic examples but should send the point that with enough staggers you can even incorporate things like 236A into your pressure ideas. you also have a fuzzy overhead set up by doing Iad j.B dj j.C j.B as well to aid in your pressure. Be sure to take advantage of your 5B's long cancel window since it will be an important frame trap window. Of course when they respect your pressure enough you can then attempt to grab and if they are looking to OS or mash you can then deter than with instant j.2C or 236A. 214B is + but has considerable start up that can be either shielded, jumped out of or backdashed so be sure to show other options and not default to a single option to rotate from.
These are basic examples but should send the point that with enough staggers you can even incorporate things like 236A into your pressure ideas. Also be sure to take advantage of your 5B's long cancel window since it will be an important frame trap window. Of course when they respect your pressure enough you can then attempt to grab and if they are looking to OS or mash you can then deter than with instant j.2C or 236A. 214B is + but has considerable start up that can be either shielded, jumped out of or backdashed so be sure to show other options and not default to a single option to rotate from.


<u>'''Okizeme'''</u>
<u>'''Okizeme'''</u>


Her oki after j.2C is probably her strongest point as you can decide to either include j236B or not. Most times you will want to add j236B in order to make her oki stronger since web meaties opponents and in extension to that it also enforces respect. some of the oki options if you include web(j236B) that also works without web are these.
Her oki after j.2C is probably her strongest point as you can decide to either include j.236B or not. Most times you will want to add j.236B in order to make her oki stronger since web meaties opponents and in extension to that it also enforces respect. Some of the oki options if you include web (j.236B) that also works without web are these.


*super jump into low
*super jump into low
*super jump delay air dash j.C  
*super jump delay air dash j.C  
*dash grab(better if you have j.236B set)
*dash grab (better if you have j.236B set)
*super jump j.C j.B
*super jump j.CB
*super jump j.A air dash j.C
*super jump j.A air dash j.C


There's plenty more you can learn from matches but these are some ideas to start you off.
There's plenty more you can learn from matches but these are some ideas to start you off.


===Defense===
=== Defense ===
There's not much to this Akiha's options since her shield is much weaker, no ex guard mechanics, etc. but here's some defensive options
There's not much to this Akiha's options since her shield is much weaker, no EX Guard mechanics, etc, but here's some defensive options:


For abare you have 2A and 4C both good at their own ranges and work for different purposes. 2A is really good if you manage to incorporate 1A~D in your defensive options while 4C is a fast command normal that hits far. Other than that you do have dodge, shield, metered bunker, regular bunker and jump and block all of which has its consequences/risks to them. Out of those options block and jump when its time to do so is the least risky option but if you always choose this option it can be a detriment to your defense overall. so be sure to recognize when to metered bunker, dodge, shield or even dash out of the corner if the opponent presents enough of a gap to do so.
For abare you have 2A and 4C, both good at their own ranges and work for different purposes. 2A is really good if you manage to incorporate 1A~D in your defensive options while 4C is a fast command normal that hits far. Other than that you do have dodge, shield, metered bunker, regular bunker and jump and block all of which has its consequences/risks to them. Out of those options block and jump when its time to do so is the least risky option but if you always choose this option it can be a detriment to your defense overall. so be sure to recognize when to metered bunker, dodge, shield or even dash out of the corner if the opponent presents enough of a gap to do so.


==Combos==
== Combos ==
{{ComboLegend-MB}}
{{ComboLegend-MB}}


===Enders===
=== Normal Combos ===
{{CollapsingComboTable-MB
{{CollapsingComboTable-MB
|data=
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Normal starter, grounded opponent
|character=
|character=
|damage=text
|damage=3902
|metergen=text
|metergen=61.4
|metero=text
|metero=26.4
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=19
|input=*Airthrow/6A+D
|input= *2AA > 5C > 4C > 6C > 2C > 5BB > j8.BC > sdj.C > j.2C
|simput=
|simput=
|note=Standard melty airthrow ender. its important to note that this one of her weaker enders for oki and typically should be used in cases where you are sure j2C will not land or if you need the damage to finish the round.
|note= Beginner combo that won't be needed when you get past the unfamiliarity with this character.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Normal starter, grounded opponent  
|character=
|character=
|damage=text
|damage=4834
|metergen=text
|metergen=95.6
|metero=text
|metero=41.9
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=32
|input=*j.2C
|input= *2AA > 5C > 4C > 6C > 5A6AA, (2A/2B >) 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C (> j.236B)
|simput=
|simput=
|note=One of her best enders since it sets up web ball oki(j236B).
|note= Beginner combo that can be used in both the corner and midscreen. You can use 2A to make things easier or use 2B for better damage. If you have the corner you can then use j.236B for web oki.
}}
}}
 
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|characters=Everyone except Arcueid, Warc and Nero
|damage=4880
|metergen=125.0
|metero=75.1
|link=https://youtu.be/Itsh6IJBeuI?t=45
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C > delay j.236B
|simput=
|note= A corner carry route to use and also does a lot of meter gain as well. May need to do 4C > 5C > 2C > (slight delay) 5A6AA to make the combo stable. Use the route below on Arc, Warc and Nero.
}}
}}
===OTG Pick ups===
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Normal starter, grounded opponent
|character=
|characters=Arcueid, Warc and Nero
|damage=text
|damage=4771 (vs Warc)
|metergen=text
|metergen=128.1
|metero=text
|metero=82.3
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=78
|input=*623C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 6C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.A(A)C > j.2C > delay j.236B
|simput=
|simput=
|note=Your meter dump that also allows you set up web in the corner. Generally use either to meter manage or to set up web for your oki. Usually seen in the corner.
|note= A character-specific variation of the above corner carry route.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Normal starter, grounded opponent
|character=
|character=
|damage=text
|damage=4863
|metergen=text
|metergen=138.3
|metero=text
|metero=100.8
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=97
|input=*2AAA 5B 4C 623C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 5C > 2C 5A(w)6AA, 6C > 2C 5A(w)6AA, 2C > slight delay 5B > 5C > j.AAC > sdj.AC > j.2C > j.236B
|simput=
|simput=
|note=A more optimized otg sequence for more damage and meter gain for meter management. Corner only.
|note= A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. The trickiest part about this combo is the section regarding 6C > 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Standing Shield Counter starter
|character=
|character=
|damage=text
|damage=2858
|metergen=text
|metergen=60.8
|metero=text
|metero=24.6
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=186
|input=*j.22C
|input= *5D, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note=This only is typically seen midscreen after a j2C ender to extend the combo and corner carry.
|note= Basic shield counter combo that you can use.
}}
}}
{{CollapsingComboData-MB
|condition=Standing Shield Counter starter
|character=
|damage=3056
|metergen=68.5
|metero=27.9
|link=https://youtu.be/Itsh6IJBeuI?t=198
|input= *5D, 2C > 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|note= Another variant shield counter combo that you can use.
}}
}}
===Normal Combos===
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Standing Shield Counter starter
|character=
|character=
|damage=text
|damage=3243
|metergen=text
|metergen=90.1
|metero=text
|metero=37.2
|link=https://youtu.be/Itsh6IJBeuI?t=19
|link=https://youtu.be/Itsh6IJBeuI?t=210
|input= *2AA 5C 4C 6C 2C 5BB (super jump cancel) j.B j.C sdj j.C j.2C
|input= *5D, 2B > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= Beginner combo that won't be needed when you get past unfamiliarity with this character.
|note=A slightly more optimized shield counter combo and the most stable.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Standing Shield Counter starter
|character=
|character=
|damage=text
|damage=
|metergen=text
|metergen=
|metero=text
|metero=
|link=https://youtu.be/Itsh6IJBeuI?t=32
|link=
|input= *2AA 5C 4C 6C 5A6AA, (2A/2B) 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C(j.236B)
|input= *5D, 2C > 2A(w), 2A > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= Beginner combo that can be used in both the corner and midscreen. You can use 2A to make things easier or use 2B for better damage. If you have the corner you can then use j236B for web oki.
|note= A more optimized shield counter for damage and metergain.  
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Standing Shield Counter starter
|character=
|character=
|damage=text
|damage=3524
|metergen=text
|metergen=98.5
|metero=text
|metero=43.5
|link=https://youtu.be/Itsh6IJBeuI?t=45
|link=https://youtu.be/Itsh6IJBeuI?t=227
|input= *2AA 5C 4C 6C 5A6AA, 4C 5C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C j.236B
|input= *5D, 2C > 2A(w), [5A > 2C > 2A(w)]*2 , 2A > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= a corner carry route to use and also does a lot of meter gain as well. May need to do 4C 5C 2C (slight delay) 5A6AA to make the combo stable.
|note= Optimized shield counter combo. Very dependent on how high the opponent is when you hit them with 2C.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Standing Shield Counter starter
|character=
|characters=Nero
|damage=text
|damage=3048
|metergen=text
|metergen=97.1
|metero=text
|metero=41.0
|link=https://youtu.be/Itsh6IJBeuI?t=97
|link=https://youtu.be/Itsh6IJBeuI?t=244
|input= *2AA 5C 4C 6C 5A6AA, 4C 5C 2C (w5A)6AA, 6C 2C (w5A)6AA, 2C slight delay 5B 5C, j.B j.C sdj j.C j.2C j236B
|input= *5D, 5A > 2C > 2A(w), 2A > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.C > j.2C
|simput=
|simput=
|note= A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. the trickest part about this combo is the section regarding 6C 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner.
|note=Nero-specific shield counter route.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent,
|condition=Raw Air Throw starter
|characters=Nero
|character=
|damage=text
|damage=3027
|metergen=text
|metergen=47.4
|metero=text
|metero=20.4
|link=https://youtu.be/Itsh6IJBeuI?t=78
|link=https://youtu.be/Itsh6IJBeuI?t=287
|input= *2AA 5C 4C 6C 5A6AA, 4C 6C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *Raw AT, 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= a Nero only corner carry route
|note= A basic raw air throw combo.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Raw Air Throw starter
|character=
|character=
|damage=text
|damage=3398
|metergen=text
|metergen=79.6
|metero=text
|metero=34.2
|link=https://youtu.be/Itsh6IJBeuI?t=186
|link=https://youtu.be/Itsh6IJBeuI?t=299
|input= *(stand shield counter), 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA, 2C > 5[B] > 4C, j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= Basic shield counter combo that you can use.
|note= A more optimized raw air throw combo.
}}
}}
}}


 
=== Corner Combos ===
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Normal starter, grounded opponent
|character=
|character=
|damage=text
|damage=4914
|metergen=text
|metergen=106.8
|metero=text
|metero=50.9
|link=https://youtu.be/Itsh6IJBeuI?t=198
|link=https://youtu.be/Itsh6IJBeuI?t=113
|input= *(stand shield counter), 2C (w2A) 2A 2C 5[B] 4C j.A j.A sdj j.2C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 2B > 5C > 2C > 5[B] > 6C > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= another variant shield counter combo that you can use.
|note=Basic corner combo to use. Does a good bit of damage as well.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Normal starter, grounded opponent
|character=
|character=
|damage=text
|damage=5108
|metergen=text
|metergen=129.9
|metero=text
|metero=83.2
|link=https://youtu.be/Itsh6IJBeuI?t=210
|link=https://youtu.be/Itsh6IJBeuI?t=127
|input= *(stand shield counter), 2B 5C 2C (w5A)6AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 5C > 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note=a slightly more optimized shield counter combo and the most stable
|note= Optimized version of the corner combo.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Normal starter, grounded opponent
|character=
|characters=Nero
|damage=text
|damage=4733
|metergen=text
|metergen=34.8
|metero=text
|metero=91.8
|link=
|link=https://youtu.be/Itsh6IJBeuI?t=146
|input= *(stand shield counter), 2C (w2A) 2A 5C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 2C > 5C, 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= A more optimized shield counter for damage and metergain.  
|note=Nero-only variant.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Normal starter, grounded opponent
|character=
|characters=Nero
|damage=text
|damage=4769
|metergen=text
|metergen=142.4
|metero=text
|metero=110.5
|link=https://youtu.be/Itsh6IJBeuI?t=227
|link=https://youtu.be/Itsh6IJBeuI?t=164
|input= *(stand shield counter), 2C (w2A) 5A 2C (w5A), 5A 2C (w5A), 2A 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 2C > 2A(w), 2A > 2C > 5C, 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= optimized shield counter combo. very dependent on how high the opponent is when you hit them with 2C.
|note=A more optimized version of the Nero variant.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Standing shield counter starter
|condition=Raw Air Throw starter
|characters=Nero
|character=
|damage=text
|damage=3472
|metergen=text
|metergen=80.3
|metero=text
|metero=34.5
|link=https://youtu.be/Itsh6IJBeuI?t=244
|link=https://youtu.be/Itsh6IJBeuI?t=316
|input= *(stand shield counter), 5A 2C (w2A) 2A 5C 2C (w5A)6AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *Raw AT, 2A > 2C > 5C, 5C > 2C 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note=Nero specific shield counter.
|note= Corner raw air throw combo.
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Air throw starter
|condition=Raw Air Throw starter
|character=
|character=
|damage=text
|damage=3586
|metergen=text
|metergen=87.3
|metero=text
|metero=37.5
|link=https://youtu.be/Itsh6IJBeuI?t=287
|link=https://youtu.be/Itsh6IJBeuI?t=331
|input= *(air throw) 2A 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input= *Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5C, 5C > 2C > 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
|simput=
|simput=
|note= A basic air throw combo.
|note=Optimized version of the previous combo.
}}
}}
}}


{{CollapsingComboData-MB
== Move Descriptions ==
|condition=Air throw starter
{{AttackData-MB/Infobox}}
|character=
=== Normal Moves ===
|damage=text
==== Standing Normals ====
|metergen=text
===== <span class="invisible-header">5A</span> =====
|metero=text
{{MoveData
|link=https://youtu.be/Itsh6IJBeuI?t=299
|image=MB_H-Akiha_5A.png
|input= *(air throw) 5A 2C (w2A), 2A 2C (w5A)6AA, 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C
|image2=MB_H-Akiha_5A6A.png
|simput=
|image3=MB_H-Akiha_5A6AA.png
|note= A more optimized air throw combo.
|caption=
|name=5A
|linkname=5A
|input=5A~6A~6A
|data=
{{AttackData-MB
|version=5A
|damage=300
|reddamage=115
|proration=75% (O)
|circuit=2.1%
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|guard=LH
|startup=5
|active=3
|recovery=8
|frameAdv=1
|invuln=
|description=Mid-level swipe which can hit crouchers.
}}
{{AttackData-MB
|header=no
|version=5A~6A
|damage=600
|reddamage=384
|proration=80% (M)
|circuit=4.2%
|cancel=N, SP, EX (J)
|guard=LH
|startup=8
|active=4
|recovery=16
|frameAdv=-5
|invuln=
|description=First 6A followup is a disjointed kick, moves Akiha forward.
}}
{{AttackData-MB
|header=no
|version=5A~6A~6A
|damage=1000
|reddamage=768
|proration=60% (O)
|circuit=7.0%
|cancel=(N), SP, EX (J)
|guard=LH
|startup=10
|active=4
|recovery=15
|frameAdv=-1
|invuln=
|description=Second followup is a swipe which advances Akiha even more.
}}
}}
}}


===== <span class="invisible-header">5B</span> =====
{{MoveData
|image=C-Akiha5B.png
|image2=akiha_5B.png
|image3=C-Akiha5BB.png
|caption=5B
|caption2=5[B]
|caption3=5BB
|name=5B
|linkname=5B
|input=5B/[B]~B
|data=
{{AttackData-MB
|version=5B
|damage=650
|reddamage=384
|proration=100%
|circuit=4.2%
|cancel=N, SP, -CH-, EX, (J)
|guard=LH
|startup=8
|active=4
|recovery=14
|frameAdv=-3
|invuln=
|description=Downward swipe that moves Akiha forward. Causes ground-techable knockdown on crouching opponents.
}}
{{AttackData-MB
|header=no
|version=5[B]
|damage=650*3 (1888)
|reddamage=(1116)
|proration=100%
|circuit=4.2%*3 (12.6%)
|cancel=N, SP, -CH-, EX, (J)
|guard=LH
|startup=21
|active={{Tooltip | text=9| hovertext=1, 4, 4}}
|recovery=8
|frameAdv=3
|invuln=
|description=3-hit charged version of 5B that does huge damage. +3 on block.
}}
{{AttackData-MB
|header=no
|version=~B
|damage=400
|reddamage=192
|proration=70% (O)
|circuit=1.4%
|cancel=N, SP, EX, (J)
|guard=LH
|startup=8
|active=4
|recovery=20
|frameAdv=-6
|invuln=
|description=Superjump-cancellable launcher followup. +2 if rebeated into 5A.
}}
}}
}}


===Corner Combos===
===== <span class="invisible-header">5C</span> =====
{{CollapsingComboTable-MB
{{MoveData
|image=C-Akiha5C.png
|caption=
|name=5C
|linkname=5C
|data=
|data=
{{CollapsingComboData-MB
{{AttackData-MB
|condition=Normal starter, grounded opponent,
|damage=1000
|character=
|reddamage=672
|damage=text
|proration=90% (M)
|metergen=text
|circuit=5.6%
|metero=text
|cancel=N, SP, EX, (J)
|link=https://youtu.be/Itsh6IJBeuI?t=113
|guard=LH
|input= *2AA 5C 4C 6C 5A6AA, 2B 5C 2C 5[B] 6C 4C j.A j.A j.C sdj j.C j.2C
|startup=11
|simput=
|active=6
|note=Basic corner combo to use. does a good bit of damage as well.
|recovery=15
|frameAdv=-3
|invuln=
|description=Forward-moving kick. Wallslams airborne opponents.
}}
}}
}}


==== Crouching Normals ====
===== <span class="invisible-header">2A</span> =====
{{MoveData
|image=C-Akiha2a.png
|caption=
|name=2A
|linkname=2A
|data=
{{AttackData-MB
|damage=350
|reddamage=144
|proration=75% (O)
|circuit=2.8%
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|guard=L
|startup=5
|active=4
|recovery=8
|frameAdv=0
|invuln=
|description=Standard chainable low 2A.
}}
}}


===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=C-Akiha2B.png
|image2=C-Akiha2BB.png
|image3=C-Akiha2BBB.png
|caption=2B
|caption2=2BB
|caption3=2BBB
|name=2B
|linkname=2B
|input=2B~2B~2B
|data=
{{AttackData-MB
|version=2B
|damage=500
|reddamage=249
|proration=85% (O)
|circuit=3.5%
|cancel=N, SP, -CH-, EX, (J)
|guard=LH
|startup=7
|active=4
|recovery=15
|frameAdv=-4
|invuln=
|description=Doesn't actually hit low, but has followups even on whiff.
}}
{{AttackData-MB
|header=no
|version=~2B
|damage=400
|reddamage=192
|proration=100%
|circuit=2.8%
|cancel=N, SP, -CH-, EX, (J)
|guard=LA
|startup=8
|active=4
|recovery=9
|frameAdv=2
|invuln=
|description=2B followup that actually hits low, but is air blockable.
}}
{{AttackData-MB
|header=no
|version=~2B~2B
|damage=500
|reddamage=576
|proration=75% (O)
|circuit=4.2%
|cancel=J
|guard=HA
|startup=28
|active=4
|recovery=18
|frameAdv={{Tooltip | text=-5| hovertext=18 on jump cancel.}}
|invuln=
|description=2BB followup. A leaping overhead with rather slow start-up that launches on hit. Can be jump-cancelled on Hit OR Block so it is safe so long as it doesn't whiff.
}}
}}


{{CollapsingComboData-MB
===== <span class="invisible-header">2C</span> =====
|condition=Normal starter, grounded opponent,  
{{MoveData
|character=
|image=Akiha_2C.png
|damage=text
|caption=
|metergen=text
|name=2C
|metero=text
|linkname=2C
|link=https://youtu.be/Itsh6IJBeuI?t=127
|input=2[C]
|input= *2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 5C 2C (w2A) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|data=
|simput=
{{AttackData-MB
|note= Optimized version of the corner combo.  
|version=2C
|damage=900
|reddamage=490
|proration=55% (O)
|circuit=7.0%
|cancel=N, SP, EX, (J)
|guard=L
|startup=8
|active=4
|recovery=25
|frameAdv=-11
|invuln=
|description=Forward-moving sweep with an unusually tall hitbox. +2 if rebeated into 5A.
}}
{{AttackData-MB
|header=no
|version=2[C]
|damage=900
|reddamage=768
|proration=55% (O)
|circuit=4.9%
|cancel=N, SP, EX, (J)
|guard=L
|startup=20
|active=5
|recovery=25
|frameAdv=-12
|invuln=
|description=Charged version is mostly identical.
}}
}}
}}


{{CollapsingComboData-MB
==== Jumping Normals ====
|condition=Normal starter, grounded opponent,
===== <span class="invisible-header">j.A</span> =====
|characters=Nero
{{MoveData
|damage=text
|image=caki_ja.png
|metergen=text
|caption=
|metero=text
|name=j.A
|link=https://youtu.be/Itsh6IJBeuI?t=146
|linkname=j.A
|input= *2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 2C 5C, 2C (w2a) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|data=
|simput=
{{AttackData-MB
|note=Nero only variant
|damage=350
|reddamage=192
|proration=75% (O)
|circuit=2.1%
|cancel=SE, N, SP, EX, J
|guard=LHA
|startup=6
|active=4
|recovery=11
|frameAdv=
|invuln=
|description=Downward mid-hitting kick.
}}
}}
}}


===== <span class="invisible-header">j.B</span> =====
{{MoveData
|image=cakiha_jb.png
|caption=
|name=j.B
|linkname=j.B
|data=
{{AttackData-MB
|damage=400, 500 (859)
|reddamage=(514)
|proration=95%*2 (M)
|circuit=2.8%, 4.2% (7.0%)
|cancel=N, SP, EX, J
|guard=HA
|startup=6
|active={{Tooltip | text=8| hovertext=2, 6}}
|recovery=
|frameAdv=
|invuln=
|description=2-hitting forward swipe. Frontal hitbox and long active frames make it a useful air to air.
}}
}}


{{CollapsingComboData-MB
===== <span class="invisible-header">j.C</span> =====
|condition=Normal starter, grounded opponent,
{{MoveData
|characters=Nero
|image=fakiha_jc.png
|damage=text
|caption=
|metergen=text
|name=j.C
|metero=text
|linkname=j.C
|link=https://youtu.be/Itsh6IJBeuI?t=164
|data=
|input= *2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 2C (w2A) 2A 2C 5C, 2C (w2A) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
{{AttackData-MB
|simput=
|damage=1000
|note=A more optimized version of nero's variant
|reddamage=480
|proration=90% (O) / {{Tooltip | text=50% (O) | hovertext=If rising 2f before active and opponent is hit grounded}}
|circuit=7.0%
|cancel=N, SP, EX, J
|guard=HA
|startup=10
|active=4
|recovery=
|frameAdv=
|invuln=
|description=Akiha slashes downwards with both hands, giving a jump-in attack with a cross-up hitbox.
}}
}}
}}


==== Command Normals ====
===== <span class="invisible-header">4C</span> =====
{{MoveData
|image=akiha_4c.png
|caption=
|name=4C
|linkname=4C
|data=
{{AttackData-MB
|damage=500*2 (887)
|reddamage=(596)
|proration=80% (O)
|circuit=4.9%, 6.3% (11.2%)
|cancel=N, SP, EX, (J)
|guard=LH
|startup=8
|active={{Tooltip | text=4| hovertext=2, 2}}
|recovery=26
|frameAdv=-10
|invuln=
|description=Advancing swipe that acts as a quick poke. Long recovery on whiff.
}}
}}


{{CollapsingComboData-MB
===== <span class="invisible-header">6C</span> =====
|condition=Normal starter, grounded opponent,
{{MoveData
|character=
|image=akiha_6c.png
|damage=text
|caption=
|metergen=text
|name=6C
|metero=text
|linkname=6C
|link=https://youtu.be/Itsh6IJBeuI?t=316
|data=
|input= *(air throw) 2A 2C 5C, 5C 2C (w2A), 2A 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C
{{AttackData-MB
|simput=
|damage=600
|note= Corner air throw combo
|reddamage=384
|proration=80% (O)
|circuit=5.6%
|cancel=N, SP, EX, (J)
|guard=LH
|startup=8
|active=4
|recovery=22
|frameAdv=-8
|invuln=
|description=Rich girl kick. Wallslams airborne opponents much like 5C. Doesn't cause any pushback on hit.
}}
}}
}}


===== <span class="invisible-header">j.2C</span> =====
{{MoveData
|image=Fakiha_j2c.png
|caption=
|name=j.2C
|linkname=j.2C
|data=
{{AttackData-MB
|damage=700
|reddamage=288
|proration=70% (M)
|circuit=4.9%
|cancel=SP, EX
|guard=LHA
|startup=14
|active=7
|recovery=
|frameAdv=8 (TK)
|invuln=
|description=No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and causes untechable knockdown on airborne opponents, making it a combo ender.
}}
}}


{{CollapsingComboData-MB
=== Universal Mechanics ===
|condition=Normal starter, grounded opponent,
===== <span class="invisible-header">Ground Throw</span> =====
|character=
{{MoveData
|damage=text
|image=MB_C-Akiha_Throw.png
|metergen=text
|caption=
|metero=text
|name=Ground Throw
|link=https://youtu.be/Itsh6IJBeuI?t=331
|linkname=Ground Throw
|input= *(Air throw) 5A 2C (w2A) 2A 2C 5C, 5C 2C (w2A) 2A 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
|input=6/4A+D
|simput=
|data=  
|note=An optimized route of the previous mentioned
{{AttackData-MB
|damage=200*7 (1266)
|reddamage=(588)
|proration=100%
|circuit=0.0%
|cancel=
|guard=U
|startup=3
|active=1
|recovery=20
|frameAdv=
|invuln=
|description=Akiha grabs the opponent by the neck and goes in a 7-hit sequence ending in an untechable knockdown.
}}
}}
}}


===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
|image=MB_C-Akiha_Throw_Air.png
|caption=
|name=Air Throw
|linkname=Air Throw
|input=j.6/4A+D
|data=
{{AttackData-MB
|damage=1600 (Raw)<br>1000
|reddamage=465
|proration=30%
|circuit=0.0%
|cancel=
|guard=U
|startup=2
|active=1
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|frameAdv=
|invuln=
|description=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.
}}
}}


 
===== <span class="invisible-header">Shield Counter</span> =====
{{MoveData
|image=MB_F-Akiha_236D.png
|image2=MB_H-Akiha_236D.png
|image3=MB_F-Akiha_j.236D.png
|caption=
|name=Shield Counter
|linkname=Shield Counter
|input=Auto after a successful Shield (Air OK)
|data=
{{AttackData-MB
|version=Standing
|damage=500 (345)
|reddamage=198
|proration=50%
|circuit=3.5%
|cancel=(SP), (EX), (J)
|guard=LHA
|startup=9
|active=4
|recovery=18
|frameAdv=-4
|invuln=
|description=Same animation as 5BB.
}}
{{AttackData-MB
|header=no
|version=Crouching
|damage=1500 (1117)
|reddamage=714
|proration=50%
|circuit=10.5%
|cancel=(SP), (EX)
|guard=LA
|startup=9
|active=4
|recovery=18
|frameAdv=-4
|invuln=
|description=Same animation as Shield Bunker.
}}
{{AttackData-MB
|header=no
|version=Aerial
|damage=500 (345)
|reddamage=198
|proration=50%
|circuit=3.5%
|cancel=
|guard=HA
|startup=9
|active=4
|recovery=
|frameAdv=
|invuln=Full 1-3
|description=Same animation as j.2C. Has a small amount of invincibilty on startup.
}}
}}
}}


==Move Descriptions==
{{AttackData-MB/Infobox}}
===Normal Moves===


===== <span class="invisible-header">Shield Bunker</span> =====
{{MoveData
{{MoveData
|image=MBMoonCharacterInput.png
|image=MB_C-Akiha_214D.png
|image2=MB_H-Akiha_214D.png
|caption=
|caption=
|name=
|name=Shield Bunker
|input=Text
|linkname=Shield Bunker
|data=
|input=214D in neutral or blockstun
  {{AttackData-MB  
|data=  
|damage=Text
{{AttackData-MB  
|reddamage=Text
|version=Neutral
|proration=Text
|damage=500
|circuit= Text
|reddamage=192
|cancel=Text
|proration=50%
|guard=Text
|circuit=0.0%
|startup=Text
|cancel=
|active=Text
|guard=LHA
|recovery= Text
|startup=26
|frameAdv= Text
|active=4
|invuln=Text
|recovery=19
|description= Text
|frameAdv=-5 
|invuln=Clash 1-10
|description=
}}
{{AttackData-MB
|header=no
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}
|damage=500
|reddamage=192
|proration=50%
|circuit=0.0%
|cancel=
|guard=LHA
|startup=8
|active=4
|recovery=19
|frameAdv=-5
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}
|description=Akiha's bunker bears special mention, as it has several odd properties: it has a low profile and hitboxes (though it still hits mid), and it moves her forward. Even on whiff, it can get you out of corner, especially if the opponent went into the air.


Due to its odd properties, however, it can fail you when you need it for regular bunker things, especially hitting airborne enemies. Generally, it's considered awkward and unreliable.
}}
{{AttackData-MB
|header=no
|version=Blockstun
|damage=0
|reddamage=0
|proration=100%
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=19
|active=3
|recovery=22
|frameAdv=-7
|invuln=
|description=H-Moon specific reversal bunker.
}}
}}
}}
}}


===== <span class="invisible-header">Circuit Spark</span> =====
{{MoveData
|image=MB_C-Akiha_CSpark.png
|image2=MB_C-Akiha_CSpark_Air.png
|name=Circuit Spark
|linkname=Circuit Spark
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun
|caption=
|data=
{{AttackData-MB
|version=Ground
|damage=100
|reddamage=0
|proration=100%
|circuit=removes all
|cancel=
|guard=U
|startup=11
|active=10
|recovery=20
|frameAdv=
|invuln=Full 1-39
|description=
}}
{{AttackData-MB
|header=no
|version=Air
|damage=100
|reddamage=0
|proration=100%
|circuit=removes all
|cancel=
|guard=U
|startup=12
|active=10
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|frameAdv=
|invuln=Strike 1-30
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
}}
}}


===Universal Mechanics===
=== Special Moves ===
''Disclaimer: For reasons involving momentum and disjointed stationary projectile hitboxes, the visual representation of Akiha's moves below may not always be pixel perfect.''
==== Grounded Specials ====
===== <span class="invisible-header">236X</span> =====
{{MoveData
|image=MB_H-Akiha_236A.png
|image2=MB_H-Akiha_236B.png
|image3=MB_H-Akiha_236C.png
|caption=
|name=Plucking Birds
|linkname=236X
|input=236A/B/C
|data=
{{AttackData-MB-Simple
|description=Akiha jumps and summons a ribbon projectile. Very slow startup, but with barely any recovery.
}}
{{AttackData-MB
|version=A
|damage=450*2 (754)
|reddamage=(483)
|proration=70% (O)
|circuit=2.1%*2 (4.2%)
|cancel=
|guard=LHA
|startup=41
|active={{Tooltip | text=4| hovertext=2, 2}}
|recovery=4
|frameAdv=10 ~ 15
|invuln=
|description=A version jumps forward.
}}
{{AttackData-MB
|header=no
|version=B
|damage=450*2 (754)
|reddamage=(483)
|proration=70% (O)
|circuit=2.1%*2 (4.2%)
|cancel=
|guard=LHA
|startup=40
|active={{Tooltip | text=4| hovertext=2, 2}}
|recovery={{Tooltip | text=0*| hovertext=Neutral frame happens during the last active frame.&#010;Can act instantly after active frames.}}
|frameAdv=15 ~ 20
|invuln=
|description=B version jumps back.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=400*8 (2848)
|reddamage=(1368)
|proration=70% (O)
|circuit=-100.0%
|cancel=-J-
|guard=LHA
|startup={{Tooltip | text=15+22| hovertext=Post-flash startup may vary.}}
|active={{Tooltip | text=28| hovertext=8 hits.}}
|recovery={{Tooltip | text=15+35| hovertext=Full animation.}}
|frameAdv=34
|invuln=Full 14-18
|description=EX version is a 8-hit large ribbon which you can jump-cancel out of before it even becomes active, giving you lots of frame advantage on block.
}}
}}


===== <span class="invisible-header">623X</span> =====
{{MoveData
{{MoveData
|image=MBMoonCharacterInput.png
|image=MBAACC C-Akiha 623a.png
|image2=MBAACC C-Akiha 623b.png
|image3=MBAACC C-Akiha 623c.png
|caption=
|caption=
|name=
|name=Brilliant Impetus - Autumn Leaves
|input=Text
|linkname=623X
|input=623A/B/C
|data=
|data=
  {{AttackData-MB  
{{AttackData-MB-Simple
|damage=Text
|description=Akiha's 623X series, also known as Momiji. Akiha runs to the opponent, launches them (if they aren't airbone already) and sending them to the ground with a slash. Despite being dragon punches, they are all weak reversals.
|reddamage=Text
}}
|proration=Text
{{AttackData-MB
|circuit= Text
|version=A
|cancel=Text
|damage=600, 800 (1282)
|guard=Text
|reddamage=(533)
|startup=Text
|proration=100%
|active=Text
|circuit=4.2%, 5.6% (9.8%)
|recovery= Text
|cancel=
|frameAdv= Text
|guard=LH, LHA
|invuln=Text
|startup=6
|description= Text
|active=7 (3) 4
|recovery=27
|frameAdv=-13
|invuln=High 1-15
|description=This shoryu has quick startup and depending on the situation can be used as an anti-air. Has invincibility on the upper part of Akiha's body and the first hit (ONLY the first one) is unblockable from the air.
}}
{{AttackData-MB
|header=no
|version=B
|damage=400*2, 600, 800 (1987)
|reddamage=(748)
|proration=100%
|circuit=2.8%*2, 4.2%, 5.6% (15.4%)
|cancel=EX (1-2)
|guard=LH (1-3), LHA (4)
|startup=9
|active={{Tooltip | text=35| hovertext=2 (4) 2 (13) 3 (7) 4}}
|recovery=33
|frameAdv=-17
|invuln=Low 1-10, 23-29
|description=Has ten frames of invincibility on Akiha's lower body and can be EX-Cancelled before you go into the airborne part of this move.


The first hit has minimal hitstun. This means that hitting an extended hurtbox can make the second hit whiff, letting the rest be blocked. 623C shares the same issue.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=400, 1000, 1500 (1502)
|reddamage=(1038)
|proration=50% (O), 45% (O)
|circuit=-100.0%
|cancel=(N), (SP), (EX), (J)
|guard=LH (1-3), LHA (4)
|startup=4+3
|active={{Tooltip | text=35| hovertext=2 (4) 5 (3) 2 (3) 5 (7) 4}}
|recovery=43
|frameAdv=-29
|invuln=Full 1-8<br>Clash 15-17, 21-22, 26-27
|description=Akiha's metered true reversal. Very easy to outspace, jump over, or just otherwise cover, and it's hitbox and frame data leave much to be desired. Can be normal cancelled on hit after the last part, making it a fairly high damage reversal. OTG Relaunches
}}
}}
}}
}}


===Special Moves===
===== <span class="invisible-header">214X</span> =====
 
{{MoveData
{{MoveData
|image=MBMoonCharacterInput.png
|image=MB_C-Akiha_214AB.png
|caption=
|image2=MB_C-Akiha_214B_BE.png
|name=
|image3=MB_C-Akiha_214C.png
|input=Text
|caption=  
|name=Piercing the Moon<br>(EX: Piercing the Waxing Moon)
|linkname=214X
|input=214A/B/C
|data=
|data=
  {{AttackData-MB  
{{AttackData-MB-Simple
|damage=Text
|description=Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. However, they can be shielded.
|reddamage=Text
}}
|proration=Text
{{AttackData-MB
|circuit= Text
|version=A
|cancel=Text
|damage=600
|guard=Text
|reddamage=576
|startup=Text
|proration=70% (O)
|active=Text
|circuit=4.2%
|recovery= Text
|cancel=
|frameAdv= Text
|guard=LH
|invuln=Text
|startup=16
|description= Text
|active=8
|recovery=29
|frameAdv=-12
|invuln=
|description=A version summons a pillar at a distance of two character lengths. Has fast startup so it can be used as an anti-air. Its high recovery leaves Akiha vulnerable if the move does anything but hit.
}}
{{AttackData-MB
|header=no
|version=B
|damage=500
|reddamage=480
|proration=70% (O)
|circuit=3.5%
|cancel=
|guard=LH
|startup=33
|active=8
|recovery=1
|frameAdv=16
|invuln=
|description=Summons a pillar at a distance of two character lengths. Has the same range of the A version but slower startup. However, it has little to none recovery, so it puts Akiha on an advantage if blocked. Being single-hit, a counter-hit can be followed up by anything.
}}
{{AttackData-MB
|header=no
|version=[B]
|damage=500*2 (797)
|reddamage=(766)
|proration=70% (O)
|circuit=3.5%*2 (7.0%)
|cancel=
|guard=LH
|startup=46
|active={{Tooltip | text=8| hovertext=4, 4}}
|recovery=1
|frameAdv=18
|invuln=
|description=The charged version has even slower startup and hits at a distance of five character lengths, being very risky to use. It also hits twice, spoiling counterhits, but you can follow up a hit with IAD or a forward superjump.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=380*8 (2422)
|reddamage=(1528)
|proration=100%
|circuit=-100.0%
|cancel=
|guard=LH
|startup=2+24
|active={{Tooltip | text=8| hovertext=1 x8}}
|recovery=22
|frameAdv=1
|invuln=
|description=A tracking pillar that hits for 2422 damage unprorated. Pretty quick activation, appears under the opponent no matter where they are, though they have enough time to airdash out. Has an almost infinite vertical range but due to being multi-hit the opponent can tech out of it.


The ex-pillar is insurance, at a certain point during the startup, the projectile will be guaranteed and won't disappear on hit.
}}
}}
}}
}}


===Arc Drive===
===== <span class="invisible-header">22X</span> =====
{{MoveData
{{MoveData
|image=MBMoonCharacterAD.png
|image=MB_H-Akiha_22A.png
|caption=
|image2=MB_H-Akiha_22B.png
|name=
|image3=MB_H-Akiha_22C.png
|input=Text
|caption=  
|name=Maximizing Beasts
|linkname=22X
|input=22A/B/C
|data=
|data=
  {{AttackData-MB  
{{AttackData-MB-Simple
|damage=Text
|description=Pit series. Unlike in C-Moon, those will auto-detonate right before Akiha's animation ends. Has a very small amount of meter drain.
|reddamage=Text
}}
|proration=Text
{{AttackData-MB
|circuit= Text
|version=A
|cancel=Text
|damage=300*3 (802)
|guard=Text
|reddamage=(306)
|startup=Text
|proration=100%
|active=Text
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}
|recovery= Text
|cancel=
|frameAdv= Text
|guard=LHA
|invuln=Text
|startup=49
|description= Text
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}
|recovery=0
|frameAdv=
|invuln=Low 12-33
|description=A summons the pit at Akiha's initial position.
}}
{{AttackData-MB
|header=no
|version=B
|damage=300*3 (802)
|reddamage=(306)
|proration=100%
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}
|cancel=
|guard=LHA
|startup=54
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}
|recovery=2
|frameAdv=
|invuln=Low 17-41
|description=B summons the pit farther away from the Akiha's position.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=300*6 (1492)
|reddamage=(1433)
|proration=100%
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=2+36
|active={{Tooltip | text=17| hovertext=1 x5, 12&#010;Meter drain box on active frames 8-9.}}
|recovery={{Tooltip | text=2+45| hovertext=Full animation.}}
|frameAdv=
|invuln=Full 1-9, Low 10-31
|description=EX Pit will be set at B's position, hitting 6 times.
}}
}}
}}
}}


===Another Arc Drive===
==== Aerial Specials ====
===== <span class="invisible-header">j.236X</span> =====
{{MoveData
{{MoveData
|image=MBMoonCharacterAAD.png
|image=MB_H-Akiha_j.236AB.png
|caption=
|image2=MB_H-Akiha_j.236C.png
|name=
|caption=  
|input=Text
|name=Brilliant Impetus - Temporary String
|linkname=j.236X
|input=j.236A/B/C<br>(Hold OK)
|data=
|data=
  {{AttackData-MB  
{{AttackData-MB-Simple
|damage=Text
|description=Akiha sets up a ball of string which will detonate after a short period. All versions can have their explosions delayed for max. 58 frames by holding the corresponding button.
|reddamage=Text
}}
|proration=Text
{{AttackData-MB
|circuit= Text
|version=A
|cancel=Text
|damage=1200
|guard=Text
|reddamage=960
|startup=Text
|proration=70% (O)
|active=Text
|circuit=7.0%
|recovery= Text
|cancel=
|frameAdv= Text
|guard=LHA
|invuln=Text
|startup=54 ~ 112
|description= Text
|active=5
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}
|frameAdv=
|invuln=
|description=
}}
{{AttackData-MB
|header=no
|version=B
|damage=1200
|reddamage=960
|proration=70% (O)
|circuit=7.0%
|cancel=
|guard=LHA
|startup=60 ~ 118
|active=5
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}
|frameAdv=
|invuln=
|description=Small string ball, the main difference between A and B version is that B won't immediately alter your air momentum and has a 6f slower startup.<br>
Fully holding these versions will result in a smaller hitbox.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=2000
|reddamage=1344
|proration=70% (O)
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=2+(50 ~ 108)
|active=5
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}
|frameAdv=
|invuln=
|description=Big string ball, hitbox is the same wheter it is fully charged or not.
}}
}}


===== <span class="invisible-header">j.22X</span> =====
{{MoveData
|image=MB_H-Akiha_22A.png
|image2=MB_H-Akiha_22B.png
|image3=MB_H-Akiha_22C.png
|caption=
|name=Maximizing Beasts (Air)
|linkname=j.22X
|input=j.22A/B/C
|data=
{{AttackData-MB-Simple
|description=Aerial versions of H-Akiha's auto-detonating Pits.
}}
{{AttackData-MB
|version=A/B
|damage=300*3 (802)
|reddamage=(306)
|proration=100%
|circuit={{Tooltip | text=2.1%*3 (6.3%)| hovertext=Drain 3.6% of the opponent's meter and return 1.3%.}}
|cancel=
|guard=LHA
|startup=47
|active={{Tooltip | text=3| hovertext=1, 1, 1&#010;...(4) 2 Including the meter drain box afterwards.}}
|recovery={{Tooltip | text=40*| hovertext=Total move duration before regaining actions.}}
|frameAdv=
|invuln=Low 10-X
|description=​
}}
{{AttackData-MB
|header=no
|version=EX
|damage=300*6 (1492)
|reddamage=(1433)
|proration=100%
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=1+37
|active={{Tooltip | text=17| hovertext=1 x5, 12&#010;Meter drain box on active frames 8-9.}}
|recovery={{Tooltip | text=1+39*| hovertext=Total move duration before regaining actions.}}
|frameAdv=
|invuln=Full 1-9, Low 10-X
|description=​
}}
}}
}}
}}
===Last Arc===


=== Arc Drive ===
{{MoveData
{{MoveData
|image=MBMoonCharacterLA.png
|image=MB_H-Akiha_AD_Throw.png
|image2=MB_C-Akiha_AD.png
|caption=
|caption=
|name=
|name=Red Mistress - Locks of Hair
|input=Text
|linkname=Arc Drive
|data=
|input=41236C during Heat<br>(~X)
  {{AttackData-MB  
|data=  
|damage=Text
{{AttackData-MB  
|reddamage=Text
|version=(Throw)<br>(Strike)
|proration=Text
|damage=450*23 (3515)<br>300*13 (1550)
|circuit= Text
|reddamage=(2241)<br>(1241)
|cancel=Text
|proration=50% (O)
|guard=Text
|circuit=removes all
|startup=Text
|cancel=
|active=Text
|guard=A<br>LHA
|recovery= Text
|startup=3+1
|frameAdv= Text
|active=1 (4) {{Tooltip | text=26| hovertext=2 x13}}
|invuln=Text
|recovery=44
|description= Text
|frameAdv=-31 ~ -9
|invuln=Full 1-45
|description=This Arc Drive will try to grab the opponent instantly after the 55f superflash, and if it cannot, will go into a far-reaching upward multi-hit claw strike. This throw hitbox is actually blockable in the air only, making it an unique ground unblockable.


You can add more hits on a successful grab by pressing buttons, but it will make it actually do less damage if you do it without thinking.<br>
You should only start mashing towards very end, when the proration of the AD already went down. This then can increase damage up to 3698.
}}
}}
}}
}}
{{Navbox-MBAACC}}
{{Navbox-MBAACC}}


[[Category:Melty Blood Actress Again Current Code]]
[[Category:Melty Blood Actress Again Current Code]]
[[Category:Akiha Tohno]]

Latest revision as of 14:34, 7 February 2024

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Move Descriptions:
    • Expand upon the pre-existing move descriptions, cite their uses, add captions where helpful, etc.


Additional Resources

H-Akiha Match Video Database
H-Akiha combo and tech compilation

Notable Players

Name Color Region Common Venues Status Details
cc.

Color

Europe Netplay Inactive Was one of the best players in Europe.
batto (ばっと)

Color

Japan KorewaMelty Inactive Batsister, one of the better players of this character. Has been around ever since the original Actress Again.
GO1

Color

Japan A-cho Inactive
Houjou (北条)

Color

Japan A-cho Inactive
Yume (夢)

Color

Japan A-cho Active While still active, he doesn't play this moon a lot anymore, playing F more.

Overview

Playstyle
H-Akiha is a slow, hard-hitting tank with good meter gain.
Pros Cons
  • Large Health Pool: Has the highest health in the game. It is debatable whether this version of Akiha has the most health out of the 3.
  • Great Damage: Combos reach 5k damage. Combos are flexible in terms of execution, but generally more effort = more reward.
  • Corner carry and oki: Most combos can lead to corner oki situation. The oki with j.236B is pretty good.
  • Good Pressure: Pressure resets, safe meaties, command grab super, triple overhead. Shes got it all.
  • Slow Neutral: Because she doesn't have air ribbons like other Akihas, she is less mobile in the air.
  • Poor defence: H-Akiha lacks good reversals. Inability to exguard, and being forced into H-Moon shield counter also doesn't help.

General Gameplan

H-Akiha essentially plays similar Akiha neutral in which she uses her jumps and super double jumps to leverage advantage over their opponent. The only key difference from F and C is that H-akiha doesn't have ribbons at all like the others. H-Akiha then has auto detonation pits. Not particularly too useful in neutral unless its someone committed to the ground. She's fitted with the ability to reverse beat which makes her corner mixups decent enough to end the matches there. Her combos typically corner carry across the board.

Neutral is slightly lacking due to loss of ribbons so you will have to depend on your fundamentals to aid you in navigating neutral but you do have a good jump-in called j.C to boot. Once you get a hit, corner carry and use j.236B after j.2C to discourage jump outs since it hits meaty if you don't hold the B button to delay its detonation. A good rushdown character like any H moon character with good corner carry and mixups to boot. Neutral and pressure is not as strong as the other Akihas.

Neutral

Neutral unlike the other moons of this Akiha is very barebones. You mainly will be looking to be at venues to leverage your j.C as it's your best jump-in. Other than that, H-Akiha can use her dash to move in spots since all moons of Akiha Tohno can block frame 1. Dash 2C can be good in places where you cross under and trip guard the opponent, dash 4C is also good since its a fast command normal that hits a lot of space. Again to stress, a lot of H-Akiha's air normals hit downward so its much better for her to be above the opponent.

Occasionally use j.22X to force the awareness that the opponent cannot stay on the ground idly. Other than that it will really depend on your understanding of how melty's neutral interactions and the demand for micro decisions work in order to work with her in neutral simply due to not having ribbons.

Pressure

A lot of her pressure is simple melty pressure with H and C moons where you use rebeats to disguise pressure resets within the staggers. Some examples include:

  • 2AA > 5B, 5B
  • 2AA > 5B > delay 2C
  • 2AA > 5B > 5A6A > 214B
  • 2AA > 5AA, dash grab
  • 2AA > 5AA > delay 6AA
  • 2AAAA, IAD j.B/j.C

These are basic examples but should send the point that with enough staggers you can even incorporate things like 236A into your pressure ideas. Also be sure to take advantage of your 5B's long cancel window since it will be an important frame trap window. Of course when they respect your pressure enough you can then attempt to grab and if they are looking to OS or mash you can then deter than with instant j.2C or 236A. 214B is + but has considerable start up that can be either shielded, jumped out of or backdashed so be sure to show other options and not default to a single option to rotate from.

Okizeme

Her oki after j.2C is probably her strongest point as you can decide to either include j.236B or not. Most times you will want to add j.236B in order to make her oki stronger since web meaties opponents and in extension to that it also enforces respect. Some of the oki options if you include web (j.236B) that also works without web are these.

  • super jump into low
  • super jump delay air dash j.C
  • dash grab (better if you have j.236B set)
  • super jump j.CB
  • super jump j.A air dash j.C

There's plenty more you can learn from matches but these are some ideas to start you off.

Defense

There's not much to this Akiha's options since her shield is much weaker, no EX Guard mechanics, etc, but here's some defensive options:

For abare you have 2A and 4C, both good at their own ranges and work for different purposes. 2A is really good if you manage to incorporate 1A~D in your defensive options while 4C is a fast command normal that hits far. Other than that you do have dodge, shield, metered bunker, regular bunker and jump and block all of which has its consequences/risks to them. Out of those options block and jump when its time to do so is the least risky option but if you always choose this option it can be a detriment to your defense overall. so be sure to recognize when to metered bunker, dodge, shield or even dash out of the corner if the opponent presents enough of a gap to do so.

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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C > 2C > 5BB > j8.BC > sdj.C > j.2C
3902
Meter Gained: 61.4 Meter Given (vs C-Moon): 26.4 (Video)
Beginner combo that won't be needed when you get past the unfamiliarity with this character.
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C > 5A6AA, (2A/2B >) 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C (> j.236B)
4834
Meter Gained: 95.6 Meter Given (vs C-Moon): 41.9 (Video)
Beginner combo that can be used in both the corner and midscreen. You can use 2A to make things easier or use 2B for better damage. If you have the corner you can then use j.236B for web oki.
Normal starter, grounded opponent
Works On: Everyone except Arcueid, Warc and Nero
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C > delay j.236B
4880
Meter Gained: 125.0 Meter Given (vs C-Moon): 75.1 (Video)
A corner carry route to use and also does a lot of meter gain as well. May need to do 4C > 5C > 2C > (slight delay) 5A6AA to make the combo stable. Use the route below on Arc, Warc and Nero.
Normal starter, grounded opponent
Works On: Arcueid, Warc and Nero
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 6C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.A(A)C > j.2C > delay j.236B
4771 (vs Warc)
Meter Gained: 128.1 Meter Given (vs C-Moon): 82.3 (Video)
A character-specific variation of the above corner carry route.
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 5C > 2C 5A(w)6AA, 6C > 2C 5A(w)6AA, 2C > slight delay 5B > 5C > j.AAC > sdj.AC > j.2C > j.236B
4863
Meter Gained: 138.3 Meter Given (vs C-Moon): 100.8 (Video)
A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. The trickiest part about this combo is the section regarding 6C > 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner.
Standing Shield Counter starter
  • 5D, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
2858
Meter Gained: 60.8 Meter Given (vs C-Moon): 24.6 (Video)
Basic shield counter combo that you can use.
Standing Shield Counter starter
  • 5D, 2C > 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3056
Meter Gained: 68.5 Meter Given (vs C-Moon): 27.9 (Video)
Another variant shield counter combo that you can use.
Standing Shield Counter starter
  • 5D, 2B > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3243
Meter Gained: 90.1 Meter Given (vs C-Moon): 37.2 (Video)
A slightly more optimized shield counter combo and the most stable.
Standing Shield Counter starter
  • 5D, 2C > 2A(w), 2A > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A more optimized shield counter for damage and metergain.
Standing Shield Counter starter
  • 5D, 2C > 2A(w), [5A > 2C > 2A(w)]*2 , 2A > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3524
Meter Gained: 98.5 Meter Given (vs C-Moon): 43.5 (Video)
Optimized shield counter combo. Very dependent on how high the opponent is when you hit them with 2C.
Standing Shield Counter starter
Works On: Nero
  • 5D, 5A > 2C > 2A(w), 2A > 5C > 2C > 5A(w)6AA, 2C > 5[B] > 4C > j.AAC > sdj.C > j.2C
3048
Meter Gained: 97.1 Meter Given (vs C-Moon): 41.0 (Video)
Nero-specific shield counter route.
Raw Air Throw starter
  • Raw AT, 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3027
Meter Gained: 47.4 Meter Given (vs C-Moon): 20.4 (Video)
A basic raw air throw combo.
Raw Air Throw starter
  • Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5A(w)6AA, 2C > 5[B] > 4C, j.AAC > sdj.AC > j.2C
3398
Meter Gained: 79.6 Meter Given (vs C-Moon): 34.2 (Video)
A more optimized raw air throw combo.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C > 5A6AA, 2B > 5C > 2C > 5[B] > 6C > 4C > j.AAC > sdj.AC > j.2C
4914
Meter Gained: 106.8 Meter Given (vs C-Moon): 50.9 (Video)
Basic corner combo to use. Does a good bit of damage as well.
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 5C > 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
5108
Meter Gained: 129.9 Meter Given (vs C-Moon): 83.2 (Video)
Optimized version of the corner combo.
Normal starter, grounded opponent
Works On: Nero
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 2C > 5C, 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
4733
Meter Gained: 34.8 Meter Given (vs C-Moon): 91.8 (Video)
Nero-only variant.
Normal starter, grounded opponent
Works On: Nero
  • 2AA > 5C > 4C > 6C > 5A6AA, 4C > 2C > 5C, 2C > 2A(w), 2A > 2C > 5C, 2C > 2A(w), 2AA > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
4769
Meter Gained: 142.4 Meter Given (vs C-Moon): 110.5 (Video)
A more optimized version of the Nero variant.
Raw Air Throw starter
  • Raw AT, 2A > 2C > 5C, 5C > 2C 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3472
Meter Gained: 80.3 Meter Given (vs C-Moon): 34.5 (Video)
Corner raw air throw combo.
Raw Air Throw starter
  • Raw AT, 5A > 2C > 2A(w), 2A > 2C > 5C, 5C > 2C > 2A(w), 2A > 2C > 5[B] > 4C > j.AAC > sdj.AC > j.2C
3586
Meter Gained: 87.3 Meter Given (vs C-Moon): 37.5 (Video)
Optimized version of the previous combo.

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
MB H-Akiha 5A.png
MB H-Akiha 5A6A.png
MB H-Akiha 5A6AA.png
5A Damage Red Damage Proration Cancel Guard
300 115 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 8 1 2.1% -

Mid-level swipe which can hit crouchers.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

First 6A followup is a disjointed kick, moves Akiha forward.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 15 -1 7.0% -

Second followup is a swipe which advances Akiha even more.

5B
5B
5B/[B]~B
C-Akiha5B.png
5B
5B
Akiha 5B.png
5[B]
5[B]
C-Akiha5BB.png
5BB
5BB
5B Damage Red Damage Proration Cancel Guard
650 384 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 14 -3 4.2% -

Downward swipe that moves Akiha forward. Causes ground-techable knockdown on crouching opponents.

5[B] Damage Red Damage Proration Cancel Guard
650*3 (1888) (1116) 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
21 9 8 3 4.2%*3 (12.6%) -

3-hit charged version of 5B that does huge damage. +3 on block.

~B Damage Red Damage Proration Cancel Guard
400 192 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 20 -6 1.4% -

Superjump-cancellable launcher followup. +2 if rebeated into 5A.

5C
C-Akiha5C.png
Damage Red Damage Proration Cancel Guard
1000 672 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 6 15 -3 5.6% -

Forward-moving kick. Wallslams airborne opponents.

Crouching Normals

2A
C-Akiha2a.png
Damage Red Damage Proration Cancel Guard
350 144 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 2.8% -

Standard chainable low 2A.

2B
2B
2B~2B~2B
C-Akiha2B.png
2B
2B
C-Akiha2BB.png
2BB
2BB
C-Akiha2BBB.png
2BBB
2BBB
2B Damage Red Damage Proration Cancel Guard
500 249 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 15 -4 3.5% -

Doesn't actually hit low, but has followups even on whiff.

~2B Damage Red Damage Proration Cancel Guard
400 192 100% N, SP, -CH-, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 9 2 2.8% -

2B followup that actually hits low, but is air blockable.

~2B~2B Damage Red Damage Proration Cancel Guard
500 576 75% (O) J HA
First Active Active Recovery Frame Adv Circuit Invuln
28 4 18 -5 4.2% -

2BB followup. A leaping overhead with rather slow start-up that launches on hit. Can be jump-cancelled on Hit OR Block so it is safe so long as it doesn't whiff.

2C
2C
2[C]
Akiha 2C.png
2C Damage Red Damage Proration Cancel Guard
900 490 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 25 -11 7.0% -

Forward-moving sweep with an unusually tall hitbox. +2 if rebeated into 5A.

2[C] Damage Red Damage Proration Cancel Guard
900 768 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
20 5 25 -12 4.9% -

Charged version is mostly identical.

Jumping Normals

j.A
Caki ja.png
Damage Red Damage Proration Cancel Guard
350 192 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 11 - 2.1% -

Downward mid-hitting kick.

j.B
Cakiha jb.png
Damage Red Damage Proration Cancel Guard
400, 500 (859) (514) 95%*2 (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 8 - - 2.8%, 4.2% (7.0%) -

2-hitting forward swipe. Frontal hitbox and long active frames make it a useful air to air.

j.C
Fakiha jc.png
Damage Red Damage Proration Cancel Guard
1000 480 90% (O) / 50% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 7.0% -

Akiha slashes downwards with both hands, giving a jump-in attack with a cross-up hitbox.

Command Normals

4C
Akiha 4c.png
Damage Red Damage Proration Cancel Guard
500*2 (887) (596) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 26 -10 4.9%, 6.3% (11.2%) -

Advancing swipe that acts as a quick poke. Long recovery on whiff.

6C
Akiha 6c.png
Damage Red Damage Proration Cancel Guard
600 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 22 -8 5.6% -

Rich girl kick. Wallslams airborne opponents much like 5C. Doesn't cause any pushback on hit.

j.2C
Fakiha j2c.png
Damage Red Damage Proration Cancel Guard
700 288 70% (M) SP, EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 7 - 8 (TK) 4.9% -

No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and causes untechable knockdown on airborne opponents, making it a combo ender.

Universal Mechanics

Ground Throw
MB C-Akiha Throw.png
Damage Red Damage Proration Cancel Guard
200*7 (1266) (588) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Akiha grabs the opponent by the neck and goes in a 7-hit sequence ending in an untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MB C-Akiha Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1000
465 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

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-Akiha 236D.png
MB H-Akiha 236D.png
MB F-Akiha 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
9 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
9 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
9 4 - - 3.5% Full 1-3

Same animation as j.2C. Has a small amount of invincibilty on startup.


Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Akiha 214D.png
MB H-Akiha 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 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
8 4 19 -5 0.0% Strike 1-7

Akiha's bunker bears special mention, as it has several odd properties: it has a low profile and hitboxes (though it still hits mid), and it moves her forward. Even on whiff, it can get you out of corner, especially if the opponent went into the air.

Due to its odd properties, however, it can fail you when you need it for regular bunker things, especially hitting airborne enemies. Generally, it's considered awkward and unreliable.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 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-Akiha CSpark.png
MB C-Akiha CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 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
12 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

Disclaimer: For reasons involving momentum and disjointed stationary projectile hitboxes, the visual representation of Akiha's moves below may not always be pixel perfect.

Grounded Specials

236X
MB H-Akiha 236A.png
MB H-Akiha 236B.png
MB H-Akiha 236C.png

Akiha jumps and summons a ribbon projectile. Very slow startup, but with barely any recovery.

A Damage Red Damage Proration Cancel Guard
450*2 (754) (483) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
41 4 4 10 ~ 15 2.1%*2 (4.2%) -

A version jumps forward.

B Damage Red Damage Proration Cancel Guard
450*2 (754) (483) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
40 4 0* 15 ~ 20 2.1%*2 (4.2%) -

B version jumps back.

EX Damage Red Damage Proration Cancel Guard
400*8 (2848) (1368) 70% (O) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15+22 28 15+35 34 -100.0% Full 14-18

EX version is a 8-hit large ribbon which you can jump-cancel out of before it even becomes active, giving you lots of frame advantage on block.

623X
MBAACC C-Akiha 623a.png
MBAACC C-Akiha 623b.png
MBAACC C-Akiha 623c.png

Akiha's 623X series, also known as Momiji. Akiha runs to the opponent, launches them (if they aren't airbone already) and sending them to the ground with a slash. Despite being dragon punches, they are all weak reversals.

A Damage Red Damage Proration Cancel Guard
600, 800 (1282) (533) 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 7 (3) 4 27 -13 4.2%, 5.6% (9.8%) High 1-15

This shoryu has quick startup and depending on the situation can be used as an anti-air. Has invincibility on the upper part of Akiha's body and the first hit (ONLY the first one) is unblockable from the air.

B Damage Red Damage Proration Cancel Guard
400*2, 600, 800 (1987) (748) 100% EX (1-2) LH (1-3), LHA (4)
First Active Active Recovery Frame Adv Circuit Invuln
9 35 33 -17 2.8%*2, 4.2%, 5.6% (15.4%) Low 1-10, 23-29

Has ten frames of invincibility on Akiha's lower body and can be EX-Cancelled before you go into the airborne part of this move.

The first hit has minimal hitstun. This means that hitting an extended hurtbox can make the second hit whiff, letting the rest be blocked. 623C shares the same issue.

EX Damage Red Damage Proration Cancel Guard
400, 1000, 1500 (1502) (1038) 50% (O), 45% (O) (N), (SP), (EX), (J) LH (1-3), LHA (4)
First Active Active Recovery Frame Adv Circuit Invuln
4+3 35 43 -29 -100.0% Full 1-8
Clash 15-17, 21-22, 26-27

Akiha's metered true reversal. Very easy to outspace, jump over, or just otherwise cover, and it's hitbox and frame data leave much to be desired. Can be normal cancelled on hit after the last part, making it a fairly high damage reversal. OTG Relaunches

214X
MB C-Akiha 214AB.png
MB C-Akiha 214B BE.png
MB C-Akiha 214C.png

Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. However, they can be shielded.

A Damage Red Damage Proration Cancel Guard
600 576 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 8 29 -12 4.2% -

A version summons a pillar at a distance of two character lengths. Has fast startup so it can be used as an anti-air. Its high recovery leaves Akiha vulnerable if the move does anything but hit.

B Damage Red Damage Proration Cancel Guard
500 480 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
33 8 1 16 3.5% -

Summons a pillar at a distance of two character lengths. Has the same range of the A version but slower startup. However, it has little to none recovery, so it puts Akiha on an advantage if blocked. Being single-hit, a counter-hit can be followed up by anything.

[B] Damage Red Damage Proration Cancel Guard
500*2 (797) (766) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
46 8 1 18 3.5%*2 (7.0%) -

The charged version has even slower startup and hits at a distance of five character lengths, being very risky to use. It also hits twice, spoiling counterhits, but you can follow up a hit with IAD or a forward superjump.

EX Damage Red Damage Proration Cancel Guard
380*8 (2422) (1528) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+24 8 22 1 -100.0% -

A tracking pillar that hits for 2422 damage unprorated. Pretty quick activation, appears under the opponent no matter where they are, though they have enough time to airdash out. Has an almost infinite vertical range but due to being multi-hit the opponent can tech out of it.

The ex-pillar is insurance, at a certain point during the startup, the projectile will be guaranteed and won't disappear on hit.

22X
MB H-Akiha 22A.png
MB H-Akiha 22B.png
MB H-Akiha 22C.png

Pit series. Unlike in C-Moon, those will auto-detonate right before Akiha's animation ends. Has a very small amount of meter drain.

A Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 3 0 - 2.1%*3 (6.3%) Low 12-33

A summons the pit at Akiha's initial position.

B Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
54 3 2 - 2.1%*3 (6.3%) Low 17-41

B summons the pit farther away from the Akiha's position.

EX Damage Red Damage Proration Cancel Guard
300*6 (1492) (1433) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+36 17 2+45 - -100.0% Full 1-9, Low 10-31

EX Pit will be set at B's position, hitting 6 times.

Aerial Specials

j.236X
MB H-Akiha j.236AB.png
MB H-Akiha j.236C.png

Akiha sets up a ball of string which will detonate after a short period. All versions can have their explosions delayed for max. 58 frames by holding the corresponding button.

A Damage Red Damage Proration Cancel Guard
1200 960 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
54 ~ 112 5 18 - 7.0% -
B Damage Red Damage Proration Cancel Guard
1200 960 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
60 ~ 118 5 18 - 7.0% -

Small string ball, the main difference between A and B version is that B won't immediately alter your air momentum and has a 6f slower startup.
Fully holding these versions will result in a smaller hitbox.

EX Damage Red Damage Proration Cancel Guard
2000 1344 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+(50 ~ 108) 5 18 - -100.0% -

Big string ball, hitbox is the same wheter it is fully charged or not.

j.22X
MB H-Akiha 22A.png
MB H-Akiha 22B.png
MB H-Akiha 22C.png

Aerial versions of H-Akiha's auto-detonating Pits.

A/B Damage Red Damage Proration Cancel Guard
300*3 (802) (306) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
47 3 40* - 2.1%*3 (6.3%) Low 10-X

EX Damage Red Damage Proration Cancel Guard
300*6 (1492) (1433) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+37 17 1+39* - -100.0% Full 1-9, Low 10-X

Arc Drive

Red Mistress - Locks of Hair
41236C during Heat
(~X)
MB H-Akiha AD Throw.png
MB C-Akiha AD.png
(Throw)
(Strike)
Damage Red Damage Proration Cancel Guard
450*23 (3515)
300*13 (1550)
(2241)
(1241)
50% (O) - A
LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+1 1 (4) 26 44 -31 ~ -9 removes all Full 1-45

This Arc Drive will try to grab the opponent instantly after the 55f superflash, and if it cannot, will go into a far-reaching upward multi-hit claw strike. This throw hitbox is actually blockable in the air only, making it an unique ground unblockable.

You can add more hits on a successful grab by pressing buttons, but it will make it actually do less damage if you do it without thinking.
You should only start mashing towards very end, when the proration of the AD already went down. This then can increase damage up to 3698.


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