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

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If you hit them too high, with your 4c barely hitting, that's ideal height, and there's only one way you should proceed:
If you hit them too high, with your 4c barely hitting, that's ideal height, and there's only one way you should proceed:
:'''j.b j.c 8 or 9 j.b j.c AT'''
:'''j.b j.c 8 or 9 j.b j.c AT'''
That's the optimal damage, and the one you should strive for. See, there's no need to double high jump unless you mistimed your air normals or there's a character specific factor. I prefer the neutral jump, because air normals don't push the foe too far away.
That's the optimal damage, and the one you should strive for. See, there's no need to double high jump unless you mistimed your air normals or there's a character specific factor. I prefer the neutral jump cancel, because air normals don't push the foe too far away.


If you hit them a bit low than that and you think your j.b will whiff, do '''j.c j.b 8 j.b j.c AT'''. Don't worry, the reverse beat penalty is much better than the proration. You should be doing j.c first every time you feel like you're to low for j.b to hit.
If you hit them a bit low than that and you think your j.b will whiff, it's do '''j.c j.b 8 j.b j.c AT'''. Don't worry, the reverse beat penalty is much better than the proration. You should be doing j.c first every time you feel like you're to low for j.b to hit.


If you hit them too low then '''j.a j.b j.c 9 j.a j.b j.c AT''' is the most reasonable choice. Avoid the last j.a if you leave them too high.
If you hit them too low then '''j.a j.b j.c 9 j.a j.b j.c AT''' is the most reasonable choice, also the easiest and most consistent. Avoid the last j.a if you leave them too high in the air.
Also, this is the best choice if you started the combo with a 2a/5a or the proration got too high, that is, not picking up an air counterhit. That's because the j.a will add damage without lowering the proration even more.
Also, this is the best choice if you started your combo with a 2a/5a or the proration got too high, that is, not picking up an air counterhit (unless it was done with j.a, 236X or j.236X, and those are quite unrealistic). That's because the j.a will add damage without lowering the proration even more.


If you're finding these too hard, this is your '''baby air combo:'''
If you're finding these too hard, this is your '''baby air combo:'''
*'''j.a (j.a) j.c 9 j.a (j.a) j.c AT'''
*'''j.a (j.a) j.c 9 j.a (j.a) j.c AT'''
:The second j.a's are optional but they add slightly more damage.
:The second j.a's are optional but they add slightly more damage.
/


==Miscellaneous confirms==
==Miscellaneous confirms==

Revision as of 10:25, 14 July 2017

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

Combos

What makes this character easy and effective is that she gets okizeme from her usual combo ender and can easily carry from fullscreen with any starter as long as you don't trip the opponent. Also, her easy combos are just as effective as her harder ones. You'll just lose a bit of damage and meter. That's why I think she's good for beginners. The starting string is pretty much the same for some for her ground combos, and is long enough to 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-V.Akiha's damage is average. Don't expect to do over 5k starting from 2a without putting a massive amount of effort.

You'll have to learn the infamous momiji loop, which, by the way isn't that hard. It's based on hitting an airborne opponent just before he touches the floor with your 623b so that you have enough time for you to follow with another attack. There's also a5bb 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 tend to 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 a bounce counter and thus a momiji loop repetition.

Combos with grounded opponent

If you manage to hit the opponent out of 2a range, a bit near the limit of 5c (not super near the limit) you'll have to let 4c hit just once. If your 5a whiffes don't worry, just cancel it fast. Remember to not use 5a in your combos early in place of 2a otherwise you won't be able to do the 6aa combos.


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 when you started the combo, 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. The loop is optional if you're a beginner, but it's super recommended and I encourage you to learn it fast. Done at midscreen it gives you oki, which mostly consist of doing j.22b/a.
  • 2a 5c 4c 5a 6aa 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 it then there's no reason to do the previous combo since it'll get you more damage and meter.
  • 2a 5c 4c 5a 6aa 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 soon as you can so the 6c 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 which allows for some interesting combos.


Usual combos

You can replace the 2a with a 5b for much better damage. Beware of tripping the opponent with this.

  • 2a 5c 4c 5a 6aa 4c 2c 623b -> momiji loop
Not much to say. A tiny bit harder than it's previous version, mainly because 6aa 4c is a 4-5 frame link (Not sure about this).
  • 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 the foe. You can change the order of the 5c and 4c after the dash if you want, but I believe it does a tiny bit less of damage.


Advanced combos

Just by looking at these you'll understand H-V.Akiha's combo theory much better. If you're able to do these then starter is up to you. Ideally it would be j.c 5b 5c 4c.

  • 5a 6aa 5b 2c 2a(whiff) delay 4c 623b -> momiji loop
This is even tighter than its easier version but gets you significantly more damage and meter. This is my preferred starting string, and I recommend it if you want to learn a better momiji loop since it's quite similar. Nero likes to thinks he's on the moon so it's super hard to do hit him with this, but it's possible.
  • 5a 6aa 5b/4c 5c 2c 5a(whiff) 6aa (2a)(whiff) (2c/4c or 2c->4c) (5c) 623b -> momiji loop
Probably the most damaging fullscreen combo possible. Moves between parentheses are optional and may depend on the character and or timing. You can whiff a 2a after the second 6aa to make the timing of 2c easier, don't worry, the reverse beat doesn't affect this combo that much. This combo is much easier on high gravity so try to cram as many hits as you can before the 6aa. The last 5c is not recommended (because of an unavoidable wallslam) unless 4c 623b doesn't combo properly because of height. I haven't been able to try it on more than 3 characters, since it's quite hard for me at the moment, but it doesn't seem to be very character specific. Remember to do 5a->6a fast and 6a->6a slowly. Here's how it might look like: https://www.youtube.com/watch?v=20RqxYq-h44&t=1420
  • 5a 6aa 6c 4c 5c 2c 5a(whiff) 6aa (2a)(whiff) 2c 623b -> momiji loop
This is most probably a better idea than the previous combo for fullscreen carry, and much easier too. I don't know if you can do the variations after the second 6aa but I don't see why it shouldn't be possible. As always, try to cram as many hits as you can. If you manage to hit the foe with j.c then doing this combo is guaranteed.


Metered Combos

H-V.Akiha doesn't use meter in her combos because it doesn't give her damage (actually, using meter loses her some damage) or anything very useful at all. Since most of her ex-edges are more suited for setups, that'd leave you with 623c and 41236c, her Arc Drive. It's kind of funny that both of those are more frequently used as reversals, and bad ones at that. You can replace 623b with 623c for meter management, that is, not reaching heat when you don't need it. You have to be a bit careful with it because 623c is kind of finicky and tends to whiff some hits for airborne opponents. If you want to end the round and look cool just use 41236c instead 623b at the final of your momiji loop, although simply going for the 5bb air combo route at the end nets you more damage. Truly a shame.

The momiji loop

Don't worry, they're not hard, unless you're trying to do the harder ones. It just happens to be a bit character specific regarding timing. Basically, this is what you do after you manage to do 623b near the corner. If manage to end up a somewhat away from the corner after 623b you'll want to proceed with 4c. I've heard ways of correcting the distance with 2b but I haven't found an effective way of doing this yet.


Baby loop

  • 4c 623b 4c 623b
This one is super easy and there's no way you can fail it. As always, it leaves you with the (not so) amazing corner oki.


Regular loop

  • 4c 2c 623b 4c 2c 5bb (air combo/623b)
You'll want to delay a bit your 4c sometimes so 2c hits, and after 2c hits you'll want to delay the 623b (so it hits the opponent just before touching floor) so it hits all of its hits. It's easy to do it as much as it's easy to fail it because of a tiny character specific factor. You know, gravity and that stuff.

Doing 5bb at the is not seen very often but it makes you look cooler and gives you more damage and meter, also it's quite easy. You can also go for an air combo to end the round.


Optimized loop

  • 5b 2c (2a)(whiff) 4c 623b 5b 2c (2a)(whiff) 4c 623b
a.k.a. the one preferred by the japanese. I feel like this one is less character specific than the combo above. 5b is a significantly harder link, i believe it's 2-4 frames (depending on various factors, I believe), since it's not buffered like 4c. What makes this link infamous is that waiting very long for a short window of input is kind of hard. Whiffing 2a is optional and maybe required to NOT do against some characters, like nero. Also, you can replace it with a whiff with 5a, only if you find it easier. If you happen to hit the opponent with the 5a, it'll just give you a bit more of damage and wont't mess up your loop.


Optimal loop (?)

  • 5b 2c 5a(whiff) link 2a 2c 4c 623b 5b 2c 5a(whiff) 6aa 2c 4c 5bb (air combo/623b(2))
This one is quite hard but does maximum damage and is guaranteed to get you to heat. If you can't do the second rep (because of wallslam and the like) just do the second rep instead of the first one, for example after confirming a 6c. Have a video for reference https://www.youtube.com/watch?v=20RqxYq-h44&t=1012
You can also go for an air combo as usual.


Air comboing

I could just tell you to do j.bc 9 j.bc and be done with it, but this thing is a bit more complex than that.

Whether you picked up an air counter hit or whether you simply messed up and did 2c quite early (with no way of following that but to do 623b or aircomboing), the same logic always applies.

The most logical way to proceed would be by doing a 5bb, woulnd't it? Actually, no. Although it's quite common to see this, in my opinion it might be the worst choice. Aside from being one of the hardest combos routes, it doesn't give you that much damage. It's hard because you've got do this: delay the second hit of 5bb as much as possible, then hold 8, wait until you get to your apex (which is more or less when your is able to tech) do j.b j.c and then double high jump cancel and do j.b j.c again. If you did it right you'll be able to airthrow them, if not you'll return to actual neutral. Even if it sounds easy, the timing is somewhat tight. Most players just opt to do j.c AT without the j.b. This thing is pretty much garbage for how hard it is. Also, there's no place for j.a here.

What I prefer to do instead is doing 5b 4c -> air combo, where aircombo depends on what height did you hit them. There's a way to cram a 5c before the 4c but I don't think it's worth going for since it's quite hard to hit them with your j.b after that. While the 5b is optional it's always recommended since it makes the combo easier.

If you hit them too high, with your 4c barely hitting, that's ideal height, and there's only one way you should proceed:

j.b j.c 8 or 9 j.b j.c AT

That's the optimal damage, and the one you should strive for. See, there's no need to double high jump unless you mistimed your air normals or there's a character specific factor. I prefer the neutral jump cancel, because air normals don't push the foe too far away.

If you hit them a bit low than that and you think your j.b will whiff, it's do j.c j.b 8 j.b j.c AT. Don't worry, the reverse beat penalty is much better than the proration. You should be doing j.c first every time you feel like you're to low for j.b to hit.

If you hit them too low then j.a j.b j.c 9 j.a j.b j.c AT is the most reasonable choice, also the easiest and most consistent. Avoid the last j.a if you leave them too high in the air. Also, this is the best choice if you started your combo with a 2a/5a or the proration got too high, that is, not picking up an air counterhit (unless it was done with j.a, 236X or j.236X, and those are quite unrealistic). That's because the j.a will add damage without lowering the proration even more.

If you're finding these too hard, this is your baby air combo:

  • j.a (j.a) j.c 9 j.a (j.a) j.c AT
The second j.a's are optional but they add slightly more damage.

/

Miscellaneous confirms

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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