Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions
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[[Category:Melty Blood]] | [[Category:Melty Blood]] | ||
[[Category:]Akiha Tohno (Seifuku)]] |
Revision as of 14:02, 8 November 2019
Combos
Be sure to check this article about C-Seifuku: https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/
Normal Combos
- 2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j.A (whiff) j.22A}
- Use this mid-screen combo if the two below are too difficult. Adds a nice amount of corner carry if you tack on the airdash extender. End with j.22A setup if you will land at the corner.
- 2A 2B 5B 6B 5C 2C 6C 214A j.BC [j.BC throw / j.[C] j.A (whiff) j.22A/C / (corner carry)j.[C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C]
- Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner. The best option is to do the corner carry version as your Bnb also the corner version is your best option after a command grab.
- 2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C
- A staple for S-Akiha. Delay the j.214A as much as you can. This combo will take you from anywhere on the screen to a corner with a j.22A setup while dealing decent damage. Performed a bit differently when starting at the corner.
Mid-screen overhead combos
- 5[C] 2C 6C or 6B [j.BC j.BC throw/ j.AC j.AC throw]
- This mid-screen combo is the easier one to do. If you can't hit the other combo, you should be able to get this one.
- 5[C] 2C 2A (whiff) dash 214A j.ABC(possible to j.BC but j.ABC is more stable)
- This mid-screen combo is good but hard to do because of timing. Practice this on everyone so can get that timing down.(May be possible to use 5B whiff cancel)
5[C] 2C TK j.214B IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C This mid-screen combo is good but hard because the IAD a little bit.Tested to work on Nanaya, VSion, and WLen.(corner carry)
Corner Combos
- 2ABC 5C 214A j.BC 8 [j.C] j.A (whiff) late j.214A (land) 214A/623B j.BC j.[C] jA (whiff) j.22A/C
- This is almost the same as her normal mid-screen combo except that the first j[C] needs to be spaced away or j.214A will whiff (it will strike off-screen). The link between j214A and dash 214A is easier to do the later you use j214A.
- 2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
- More execution heavy variant of the above. It is crucial to delay the first j.214a as much as possible. Depending on which ender you choose, either puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo.
- 2A 5B 2C 5C 214A 5B/5C j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C j.22[A]
- More execution heavy and gives the most meter.
- 5[C] 2C 2A (whiff) TK j.214A IAD j.[C] jAAB (land) j.BC j.[C] j.22A/C j.22[A]
- Easy hit confirm overhead combo. Corner only. If the overhead is blocked, your blockstring will end with 2A and you can keep pressuring the opponent. (Might not work on every characters).
- 5[C] 2C 2A (whiff) 214A 5B/5C j.BC j.[C] j.22A/C j.22[A]
- Easier combo. Gives less meter and does slightly less damage.
- 2A 5B 2B 6B 5C 236C 6B 5C 2C 6C j.ABC j.[C} j.22A/C
- Combo that uses meter and results in high damage. Go for j.22C if you're in MAX, but otherwise it probably is not worth the 200% meter
Command grab combos
- Without pit up, any of the standard combos starting with 2A work after a command grab. With a pit below them, it will automatically ignite when the command grab connects. In that case, use the following:
- 63214C (delay) j.BC j.[C] j.A (whiff) late j.214A TK j.214A { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
- Similar to her other combos, but with a different starter.
Airthrow combos
- These combos are possible off a raw (golden) airthrow.
- AT j.214A land 5C j.BC j.[C] j.AA/C
In corner you can do:
- AT j.214A land 214A j.BC j.[C] j.AA/C
Might be possible to do these with TK t.214A too.
Metered Combos
- ...
- ...
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
- Use j.214x to zone. On whiff or block, you can jump cancel it. On hit, you can IAD (96) j.C land j.BC j.[C] j.A(whiff) into whatever. On whiff, you can jump cancel it to make it safe.
- 5C is a good spacing tool and hit confirms into 2C 6C 214A for combos.
- j.A is your air to air and quick jump-in option if they are below you. j.B is your best option air to air for enemies above you. j.C for everything else.
Pressure
Move Descriptions
Normal Moves
2A
Start-Up: 6 Frames| Active: 4 Frames| Recovery: 9 Frames Advantage On Block: +1
- The only normal that's plus on block |
5A
Start-Up: 5 Frames| Active: 4 Frames| Recovery: 12 Frames Advantage On Block: -2
|
2B
Start-Up: 8 Frames| Active: 4 Frames| Recovery: 16 Frames Advantage On Block: -3
|
5B
Start-Up: 8 Frames| Active: 4 Frames| Recovery: 12 Frames Advantage On Block: -2
|
6B
Start-Up: 8 Frames| Active: 4 Frames| Recovery: 16 Frames Advantage On Block: -4
|
2C
Start-Up: 11 Frames| Active: 6 Frames| Recovery: 14 Frames Advantage On Block: ?
- If the move isn't canceled S.Akiha retreats and is pushed back quite a bit making the safe on block. |
5C
Start-Up: 15/30 Frames| Active: 4/4 Frames| Recovery: 20/19 Frames Advantage On Block: ?
- The overhead is fairly slow, but the move can be half-charged to hit mid, which you can then cancel into a quick low. Reverse beating into 5A or a similar low is very effective. - The charged version has a little more disjoint |
6C
Start-Up: 10 Frames| Active: 4 Frames| Recovery: 23 Frames Advantage On Block: ?
|
JA
Start-Up: 6 Frames| Active: 4 Frames| Recovery: ? Frames
- The move cancels into itself on hit and block, though it hits mid like many j.As |
JB
Start-Up: 7 Frames| Active: 5 Frames| Recovery: ? Frames
|
JC
Start-Up: 10/18 Frames| Active: 4/7 Frames| Recovery: ?/? Frames
- The charged version of this move hits with an untechable groundslams. This gives S.Akiha time to set down a 22X trap. - The charged version also raises S.Akiha after it hits or is blocked, which can let S.Akiha which opens up more mixup potential for her. For example: Reverse beating into j.B will work. - The charged version also has a little more disjoint |
Special Moves
Suigetsu wo Ugatsu「水月を穿つ」 - 22ABC
|
Tori wo Uzukiru「鳥を渦切る」 - 236ABC
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Tsuki ni Egaku「月に画く」 - 623ABC
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? - J.623ABC
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Kemono wo Seisuru「獣を征する」 - 214ABC
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? - J.214ABC
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Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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[[Category:]Akiha Tohno (Seifuku)]]