Melty Blood/MBAACC/Akiha Tohno/Half Moon: Difference between revisions
EikaMikiku (talk | contribs) (Fixed melty.games links) |
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[https://www.youtube.com/watch?v=Itsh6IJBeuI H-Akiha combo and tech compilation] | [https://www.youtube.com/watch?v=Itsh6IJBeuI H-Akiha combo and tech compilation] | ||
==Players | ==Notable Players== | ||
{| class="wikitable" | {| class="wikitable" | ||
!width="170"|Name!! width=" | !width="170"|Name!! width="60"|Color | ||
!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
|[http://mbaacc.melty.games/?p1moon= | |- | ||
|[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. | |||
|- | |- | ||
|[ | |[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. | |||
[[File:Akiha-color24.png|Color| | |- | ||
|[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 || | | Japan || A-cho || Inactive || | ||
|- | |- | ||
|[http://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=houjou%20(%E5%8C%97%E6%9D%A1) Houjou]|| style="text-align:center;"| | |[http://mbaacc.melty.games/?p1moon=h&p1char=akiha&p1name=houjou%20(%E5%8C%97%E6%9D%A1) Houjou (北条)]|| style="text-align:center;"| | ||
[[File:Akiha-color3.png|Color|55px]] | |||
[[File:Akiha-color3.png|Color| | |||
| Japan || A-cho || Inactive || | | Japan || A-cho || Inactive || | ||
[[File:Akiha- | |- | ||
| | |[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]] | |||
| Japan || A-cho || Active || While still active, he doesn't play this moon a lot anymore, playing F more. | |||
|} | |} | ||
== Overview == | == Overview == | ||
{| | |||
{{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. | |||
*Good | |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 == | == General Gameplan == | ||
Line 78: | Line 75: | ||
*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. | 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> | ||
Line 99: | Line 96: | ||
== Combos == | == Combos == | ||
{{ComboLegend-MB}} | {{ComboLegend-MB}} | ||
=== Normal Combos === | === Normal Combos === | ||
Line 407: | Line 338: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=3 | |active=3 | ||
|recovery=8 | |recovery=8 | ||
Line 423: | Line 354: | ||
|cancel=N, SP, EX (J) | |cancel=N, SP, EX (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 439: | Line 370: | ||
|cancel=(N), SP, EX (J) | |cancel=(N), SP, EX (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
Line 468: | Line 399: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=14 | |recovery=14 | ||
Line 484: | Line 415: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=21 | ||
|active={{Tooltip | text=9| hovertext=1, 4, 4}} | |active={{Tooltip | text=9| hovertext=1, 4, 4}} | ||
|recovery=8 | |recovery=8 | ||
Line 500: | Line 431: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=20 | |recovery=20 | ||
Line 523: | Line 454: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=6 | |active=6 | ||
|recovery=15 | |recovery=15 | ||
Line 547: | Line 478: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
Line 576: | Line 507: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
Line 592: | Line 523: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=9 | |recovery=9 | ||
Line 608: | Line 539: | ||
|cancel=J | |cancel=J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=28 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 633: | Line 564: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=25 | |recovery=25 | ||
Line 649: | Line 580: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=20 | ||
|active=5 | |active=5 | ||
|recovery=25 | |recovery=25 | ||
Line 673: | Line 604: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=11 | |recovery=11 | ||
Line 696: | Line 627: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active={{Tooltip | text=8| hovertext=2, 6}} | |active={{Tooltip | text=8| hovertext=2, 6}} | ||
|recovery= | |recovery= | ||
Line 715: | Line 646: | ||
|damage=1000 | |damage=1000 | ||
|reddamage=480 | |reddamage=480 | ||
|proration=90% (O) | |proration=90% (O) / {{Tooltip | text=50% (O) | hovertext=If rising 2f before active and opponent is hit grounded}} | ||
|circuit=7.0% | |circuit=7.0% | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 743: | Line 674: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active={{Tooltip | text=4| hovertext=2, 2}} | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery=26 | |recovery=26 | ||
Line 766: | Line 697: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=22 | |recovery=22 | ||
Line 787: | Line 718: | ||
|proration=70% (M) | |proration=70% (M) | ||
|circuit=4.9% | |circuit=4.9% | ||
|cancel= | |cancel=SP, EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=7 | |active=7 | ||
|recovery= | |recovery= | ||
Line 814: | Line 745: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 838: | Line 769: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 865: | Line 796: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 881: | Line 812: | ||
|cancel=(SP), (EX) | |cancel=(SP), (EX) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 897: | Line 828: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 924: | Line 855: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 940: | Line 871: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 947: | Line 878: | ||
|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. | |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 | 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 | {{AttackData-MB | ||
Line 958: | Line 889: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 984: | Line 915: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 1,000: | Line 931: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 1,022: | Line 953: | ||
|input=236A/B/C | |input=236A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description=Akiha jumps and summons a ribbon projectile. Very slow startup, but with barely any recovery. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,030: | Line 964: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=41 | ||
|active={{Tooltip | text=4| hovertext=2, 2}} | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery=4 | |recovery=4 | ||
|frameAdv=10 ~ 15 | |frameAdv=10 ~ 15 | ||
|invuln= | |invuln= | ||
|description= | |description=A version jumps forward. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,046: | Line 980: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=40 | ||
|active={{Tooltip | text=4| hovertext=2, 2}} | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery={{Tooltip | text=0*| hovertext=Neutral frame happens during the last active frame.
Can act instantly after active frames.}} | |recovery={{Tooltip | text=0*| hovertext=Neutral frame happens during the last active frame.
Can act instantly after active frames.}} | ||
|frameAdv=15 ~ 20 | |frameAdv=15 ~ 20 | ||
|invuln= | |invuln= | ||
|description= | |description=B version jumps back. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,064: | Line 996: | ||
|cancel=-J- | |cancel=-J- | ||
|guard=LHA | |guard=LHA | ||
|startup={{Tooltip | text=15+ | |startup={{Tooltip | text=15+22| hovertext=Post-flash startup may vary.}} | ||
|active={{Tooltip | text=28| hovertext=8 hits.}} | |active={{Tooltip | text=28| hovertext=8 hits.}} | ||
|recovery={{Tooltip | text=15+35| hovertext=Full animation.}} | |recovery={{Tooltip | text=15+35| hovertext=Full animation.}} | ||
Line 1,083: | Line 1,015: | ||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|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. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,091: | Line 1,026: | ||
|cancel= | |cancel= | ||
|guard=LH, LHA | |guard=LH, LHA | ||
|startup= | |startup=6 | ||
|active=7 (3) 4 | |active=7 (3) 4 | ||
|recovery=27 | |recovery=27 | ||
|frameAdv=-13 | |frameAdv=-13 | ||
|invuln=High 1-15 | |invuln=High 1-15 | ||
|description= | |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. | ||
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 | {{AttackData-MB | ||
Line 1,109: | Line 1,042: | ||
|cancel=EX (1-2) | |cancel=EX (1-2) | ||
|guard=LH (1-3), LHA (4) | |guard=LH (1-3), LHA (4) | ||
|startup= | |startup=9 | ||
|active={{Tooltip | text=35| hovertext=2 (4) 2 (13) 3 (7) 4}} | |active={{Tooltip | text=35| hovertext=2 (4) 2 (13) 3 (7) 4}} | ||
|recovery=33 | |recovery=33 | ||
Line 1,127: | Line 1,060: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=LH (1-3), LHA (4) | |guard=LH (1-3), LHA (4) | ||
|startup=4+ | |startup=4+3 | ||
|active={{Tooltip | text=35| hovertext=2 (4) 5 (3) 2 (3) 5 (7) 4}} | |active={{Tooltip | text=35| hovertext=2 (4) 5 (3) 2 (3) 5 (7) 4}} | ||
|recovery=43 | |recovery=43 | ||
Line 1,146: | Line 1,079: | ||
|input=214A/B/C | |input=214A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description=Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. However, they can be shielded. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,154: | Line 1,090: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=8 | |active=8 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv=-12 | |frameAdv=-12 | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
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 | {{AttackData-MB | ||
Line 1,172: | Line 1,106: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=33 | ||
|active=8 | |active=8 | ||
|recovery=1 | |recovery=1 | ||
Line 1,188: | Line 1,122: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=46 | ||
|active={{Tooltip | text=8| hovertext=4, 4}} | |active={{Tooltip | text=8| hovertext=4, 4}} | ||
|recovery=1 | |recovery=1 | ||
Line 1,204: | Line 1,138: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=2+ | |startup=2+24 | ||
|active={{Tooltip | text=8| hovertext=1 x8}} | |active={{Tooltip | text=8| hovertext=1 x8}} | ||
|recovery=22 | |recovery=22 | ||
Line 1,225: | Line 1,159: | ||
|input=22A/B/C | |input=22A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|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. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,233: | Line 1,170: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=49 | ||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | ||
|recovery=0 | |recovery=0 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Low 12-33 | |invuln=Low 12-33 | ||
|description= | |description=A summons the pit at Akiha's initial position. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,249: | Line 1,186: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=54 | ||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | ||
|recovery=2 | |recovery=2 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Low 17-41 | |invuln=Low 17-41 | ||
|description= | |description=B summons the pit farther away from the Akiha's position. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,267: | Line 1,202: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+36 | ||
|active={{Tooltip | text=17| hovertext=1 x5, 12
Meter drain box on active frames 8-9.}} | |active={{Tooltip | text=17| hovertext=1 x5, 12
Meter drain box on active frames 8-9.}} | ||
|recovery={{Tooltip | text=2+45| hovertext=Full animation.}} | |recovery={{Tooltip | text=2+45| hovertext=Full animation.}} | ||
Line 1,286: | Line 1,221: | ||
|input=j.236A/B/C<br>(Hold OK) | |input=j.236A/B/C<br>(Hold OK) | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|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. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,294: | Line 1,232: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=54 ~ 112 | ||
|active=5 | |active=5 | ||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | ||
Line 1,310: | Line 1,248: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=60 ~ 118 | ||
|active=5 | |active=5 | ||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |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. | Fully holding these versions will result in a smaller hitbox. | ||
}} | }} | ||
Line 1,329: | Line 1,265: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+( | |startup=2+(50 ~ 108) | ||
|active=5 | |active=5 | ||
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=18| hovertext=Landing recovery.}} | ||
Line 1,348: | Line 1,284: | ||
|input=j.22A/B/C | |input=j.22A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description=Aerial versions of H-Akiha's auto-detonating Pits. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A/B | |version=A/B | ||
Line 1,356: | Line 1,295: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=47 | ||
|active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | |active={{Tooltip | text=3| hovertext=1, 1, 1
...(4) 2 Including the meter drain box afterwards.}} | ||
|recovery={{Tooltip | text=40*| hovertext=Total move duration before regaining actions.}} | |recovery={{Tooltip | text=40*| hovertext=Total move duration before regaining actions.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Low 10-X | |invuln=Low 10-X | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,372: | Line 1,311: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+37 | ||
|active={{Tooltip | text=17| hovertext=1 x5, 12
Meter drain box on active frames 8-9.}} | |active={{Tooltip | text=17| hovertext=1 x5, 12
Meter drain box on active frames 8-9.}} | ||
|recovery={{Tooltip | text=1+39*| hovertext=Total move duration before regaining actions.}} | |recovery={{Tooltip | text=1+39*| hovertext=Total move duration before regaining actions.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-9, Low 10-X | |invuln=Full 1-9, Low 10-X | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
=== Arc Drive === | === Arc Drive === | ||
Line 1,399: | Line 1,337: | ||
|cancel= | |cancel= | ||
|guard=A<br>LHA | |guard=A<br>LHA | ||
|startup=3+ | |startup=3+1 | ||
|active=1 (4) {{Tooltip | text=26| hovertext=2 x13}} | |active=1 (4) {{Tooltip | text=26| hovertext=2 x13}} | ||
|recovery=44 | |recovery=44 | ||
Line 1,406: | Line 1,344: | ||
|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. | |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. | 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. | |||
}} | }} | ||
}} | }} |
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 |
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Additional Resources
H-Akiha Match Video Database
H-Akiha combo and tech compilation
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
cc. | Europe | Netplay | Inactive | Was one of the best players in Europe. | |
batto (ばっと) | Japan | KorewaMelty | Inactive | Batsister, one of the better players of this character. Has been around ever since the original Actress Again. | |
GO1 | Japan | A-cho | Inactive | ||
Houjou (北条) | Japan | A-cho | Inactive | ||
Yume (夢) | Japan | A-cho | Active | While still active, he doesn't play this moon a lot anymore, playing F more. |
Overview
H-Akiha is a slow, hard-hitting tank with good meter gain. | |
Pros | Cons |
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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 | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
|
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:
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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
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5B
5B/[B]~B |
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5C
Crouching Normals
2A
2B
2B
2B~2B~2B |
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2C
2C
2[C] |
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Jumping Normals
j.A
j.B
j.C
Command Normals
4C
6C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
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
Plucking Birds
236A/B/C |
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623X
214X
22X
Maximizing Beasts
22A/B/C |
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Aerial Specials
j.236X
j.22X
Maximizing Beasts (Air)
j.22A/B/C |
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Arc Drive