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

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'''Be sure to check this article about H-VAkiha:''' https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/
'''Be sure to check this article about H-VAkiha:''' https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/


'''Normal Combos'''
What makes this character easy and effective is that she gets okizeme from everything and can easily carry from fullscreen with any starter as long as you don't trip the opponent and her easy combos are just as effective as her harder ones.
*First normal midscreen combos, the corner combos, then character specific combos
The starting string is almost the same for some of her combos, which will give you plenty of time to think which route do you want to take or if you want to spend meter.
:explanation
For this character, in my opinion, your priority for combo routes should follow this:
: Okizeme > Meter > Damage
H-Vakiha's damage is a above average but not too amazing. Don't expect to do over 5k without putting effort.
 
You'll have to learn the infamous momiji loop, which, by the way isn't that hard. It's based on hitting an opponent in the air at certain height (ideally just before the opponent touches the floor) with your 623b so that opponent bounces on the floor just in time for you to follow with another attack. The certain heigh part is important, since you'll want your 623b to do all hits.
There's also the 5bb route that will give you an easy damage air combo and is for the most part consistent, but it's mostly avoided since there are ways to get better damage and ending the air combo will leave you pretty much in neutral. You'll see it most of the time in the final repetition of the momiji loop, as a round ender.
 
Be careful about doing 5b early in your combos. It'll trip crouching opponents, in the same way as 2c, and will cause your 5c to wallslam if you're near the corner, costing you bounce counter and thus a momiji loop repetition.
 
==Combos with grounded opponent==
 
'''Baby combos'''
 
*'''2a 5c 4c 2c 5bb -> air combo'''
:This is the so called 5bb route. Since you don't get very much from the air combo it's not recommended. You also do it when you can't continue the combo because the opponent wasn't on the floor, but following with 4c instead of 5bb is recommended in those cases. Actually, I find it slightly harder than doing the easy momiji loop so it's not that easy.
 
*'''2a 5c 4c 5b 2c 623b -> momiji loop'''
:The most basic string followed by a 623b, which if done near the corner will allow you to follow up with 2 momiji loop repetitions, which is optional if you're a beginner, but if you're daring it's super recommended to try it. Done at midscreen it gives you oki, which consist mostly of doing j.22b/a.
 
*'''2a 5c 4c 5a 6aaa 2c 623b -> momiji loop'''
:You can do this combo from a farther position (about the middle of screen) than the previous combo and still be able to follow with a momiji loop. If you can do then there's no reason to do the previous combo since you get more damage and meter for this one.
 
*'''2a 5c 4c 5a 6aaa 6c 66 (variable delay) 4c 623b -> momiji loop'''
:This is your fullscreen to midscreen combo. You'll have to delay the 4c depending of how far you are from the opposite corner, if you're near the middle of screen cancel the dash into 4c as fast as you can so the 5c doesn't wallslam. If it does wallslam it'll cost a bounce and won't be able to do the last momiji loop repetition. Also the proration of the 6c is a bit high so you won't get as much damage as the previous combos. The dash after 6c is special because it's not your regular dash, that means you can cancel that dash into another, be aware of it because you might cross up your opponent while he's traveling after the hit from 6c if you do this.
 
Remember to not use 5a in your combos early in place of 2a otherwise you won't be able to do the 6aa combos.
 
 
'''Usual combos'''
 
*'''2a 5c 4c 5a 6aa 4c 2c 623b -> momiji loop'''
:Not much to say. A tiny bit harder than it's previous version. This is my preferred starting string and probably the most damaging one possible if you start it in the corner.
 
*'''2a 5c 4c 5a 6aa 66 wait 5c 4c 2c 623b -> momiji loop'''
:A more damaging version, also it gets you over 100 meter with a easy momiji loop. You'll want to avoid using 5c if near the corner, otherwise you'll wallslam. You can change the order of the 5c and 4c after the dash if you want, but it'll cost you a tiny bit of damage.





Revision as of 13:22, 13 July 2017

Combos

Be sure to check this article about H-VAkiha: https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/

What makes this character easy and effective is that she gets okizeme from everything and can easily carry from fullscreen with any starter as long as you don't trip the opponent and her easy combos are just as effective as her harder ones. The starting string is almost the same for some of her combos, which will give you plenty of time to think which route do you want to take or if you want to spend meter. For this character, in my opinion, your priority for combo routes should follow this:

Okizeme > Meter > Damage

H-Vakiha's damage is a above average but not too amazing. Don't expect to do over 5k without putting effort.

You'll have to learn the infamous momiji loop, which, by the way isn't that hard. It's based on hitting an opponent in the air at certain height (ideally just before the opponent touches the floor) with your 623b so that opponent bounces on the floor just in time for you to follow with another attack. The certain heigh part is important, since you'll want your 623b to do all hits. There's also the 5bb route that will give you an easy damage air combo and is for the most part consistent, but it's mostly avoided since there are ways to get better damage and ending the air combo will leave you pretty much in neutral. You'll see it most of the time in the final repetition of the momiji loop, as a round ender.

Be careful about doing 5b early in your combos. It'll trip crouching opponents, in the same way as 2c, and will cause your 5c to wallslam if you're near the corner, costing you bounce counter and thus a momiji loop repetition.

Combos with grounded opponent

Baby combos

  • 2a 5c 4c 2c 5bb -> air combo
This is the so called 5bb route. Since you don't get very much from the air combo it's not recommended. You also do it when you can't continue the combo because the opponent wasn't on the floor, but following with 4c instead of 5bb is recommended in those cases. Actually, I find it slightly harder than doing the easy momiji loop so it's not that easy.
  • 2a 5c 4c 5b 2c 623b -> momiji loop
The most basic string followed by a 623b, which if done near the corner will allow you to follow up with 2 momiji loop repetitions, which is optional if you're a beginner, but if you're daring it's super recommended to try it. Done at midscreen it gives you oki, which consist mostly of doing j.22b/a.
  • 2a 5c 4c 5a 6aaa 2c 623b -> momiji loop
You can do this combo from a farther position (about the middle of screen) than the previous combo and still be able to follow with a momiji loop. If you can do then there's no reason to do the previous combo since you get more damage and meter for this one.
  • 2a 5c 4c 5a 6aaa 6c 66 (variable delay) 4c 623b -> momiji loop
This is your fullscreen to midscreen combo. You'll have to delay the 4c depending of how far you are from the opposite corner, if you're near the middle of screen cancel the dash into 4c as fast as you can so the 5c doesn't wallslam. If it does wallslam it'll cost a bounce and won't be able to do the last momiji loop repetition. Also the proration of the 6c is a bit high so you won't get as much damage as the previous combos. The dash after 6c is special because it's not your regular dash, that means you can cancel that dash into another, be aware of it because you might cross up your opponent while he's traveling after the hit from 6c if you do this.

Remember to not use 5a in your combos early in place of 2a otherwise you won't be able to do the 6aa combos.


Usual combos

  • 2a 5c 4c 5a 6aa 4c 2c 623b -> momiji loop
Not much to say. A tiny bit harder than it's previous version. This is my preferred starting string and probably the most damaging one possible if you start it in the corner.
  • 2a 5c 4c 5a 6aa 66 wait 5c 4c 2c 623b -> momiji loop
A more damaging version, also it gets you over 100 meter with a easy momiji loop. You'll want to avoid using 5c if near the corner, otherwise you'll wallslam. You can change the order of the 5c and 4c after the dash if you want, but it'll cost you a tiny bit of damage.


Metered Combos

  • ...
...

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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