Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
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|description=2B's sad followup; hits low, but only cancels into 2BBB, so it doesn't see much use. *Startup assumes you cancel into 2BB within the first 7 active frames of | |description=2B's sad followup; hits low, but only cancels into 2BBB, so it doesn't see much use. *Startup assumes you cancel into 2BB within the first 7 active frames of 2B. | ||
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|description=Very telegraphed overhead that bounces them on hit; you need to jump cancel to follow it up for any damage. It's technically usable as a gimmicky pressure reset, since it can be jump cancelled for big +f on block—but, since | |description=Very telegraphed overhead that bounces them on hit; you need to jump cancel to follow it up for any damage. It's technically usable as a gimmicky pressure reset, since it can be jump cancelled for big +f on block—but, since 2BBB is the only thing you can do out of 2bb, the opponent has to be asleep for it to work. The button sees almost no use as a result. | ||
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|description= | |description=HVAki's launcher; basically useless outside of combos. On hit, hold 8 to get a command superjump to continue your combo. | ||
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|description=Slow, charged version of | |description=Slow, charged version of 5B. Very plus on block, but the long startup limits its usefulness. | ||
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|description=Big | |description=Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, even though it knocks them away and wallslams them on air hit. | ||
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|description=The best button | |description=The best button HVAkiha has, bar none. Huge, fast, and honestly ignorant. Decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. Learn to love this button. You will be using it a lot. *Frame advantage is -12 if only the first hit connects. | ||
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|description=Okay overhead. When used after another C normal in pressure (e.g., | |description=Okay overhead. When used after another C normal in pressure (e.g., the string 2AA 5C 6C), it will trade with mashing for a full combo, and beat certain options like dodge and F-Koha counter; it's also sometimes good for okizeme when mixed with 5{b} 2a as your low option. | ||
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|description=Passable j. | |description=Passable j.A. The boxes by themselves are weak, but on a character as fast as VAki, they work okay. | ||
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|description=Very strong j.C. Hits behind you, beats basically every | |description=Very strong j.C. Hits behind you, beats basically every 5A anti-air if spaced correctly (vertically), and is airdash cancellable on block to boot. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively. That green at the bottom is very, very close to the red—making sure you respect that is key to making the most of this move. | ||
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Revision as of 16:03, 23 February 2020
Be sure to check this article about H-VAkiha: https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/
Overview
Players to look for
Romanization | Japanese name |
---|---|
Hato | はと |
Tsubasa | 翼 |
Shizuoka | しずおか/静岡 |
Shuu | しゅう |
Kata | かた |
Satoken | さとけん |
Yukichi | ゆきち |
Combos
- This video serves as a reference for people learning this character, if you're interested in learning her please check it out: https://youtu.be/SqYOXf0Xh-Q (Courtesy of dare/veoid)
All damage values were calculated on V.Sion using the third momiji loop where applicable. For 6aa combos, damage 1 values are calculated starting with 2a 5c 4c while damage 2 values are calculated using j.c 5b 5c 4c
You should always go for the okizeme ender unless you want to end the round.
- xx
- Stands for a link
- 66
- A dash cancel
- (w)
- Whiffed normal
- ( )
- Optional move
Non situational combos
Inputs | Damage / Meter 1 | Damage / Meter 2 | Notes | ||
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Basic | |||||
2a 5c 4c 5b 2c 623b -> momiji loop | 4641 / 85% | N/A | Basic corner combo from 2a. | ||
etc -> 5a 6aa 4c 2c 623b -> momiji loop | 4564 / 103.2% | 6116 / 111.5% | Its range is about 1/2 of the stage to the corner | ||
etc -> 5a 6aa 6c 66 delay 4c 2c 623b -> momiji loop | 4449 / 114% | Corner carry from anywhere except near the corner | |||
Optimized | |||||
etc -> 5a 6aa xx 5b 2c 2a(w) delay 4c 623b -> momiji loop | 4657 / 107.3% | 6226 / 115.7% | It carries significantly farther than its respective basic version | ||
etc -> 5a 6aa xx 5b 2c delay 5c 4c 623b -> momiji loop | 4896 / 115% | 6327 / 123.4% | Does not work near the corner | ||
etc -> 5a 6aa 6c 66 wait 5b 2c delay 5c 4c 623b -> momiji loop | 4486 / 120.6% | 6059 / 129% | Requires more space to the corner than its basic version | ||
6aa loops (NOT recommended) | |||||
etc -> 5a 6aa 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop | 4546 / 127.7% | 6108 / 136.1% | Does not work near the corner. 6aa should hit as late as possible | ||
etc -> 5a 6aa 6c 66 delay 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop | 4388 / 133.3% | 6119 / 141.7% | Requires a lot of space | ||
etc -> 5a 6aa xx 5b/4c 5c 2c 5a(w) 6aa xx 2c { delay 5c or a non-delayed 2a(w) } 4c 623b -> momiji loop | 4847 / 142.3% | 6392 / 150.7% | Probably worth practicing for the meter and damage. If you end up too close omit the 5c at the end. https://www.youtube.com/watch?v=PBX77TaQAAE |
The momiji loop
If you miss one hit of 623b while doing these (i.e you started it too far away) following up with 4c won't work. Use 5b or 2b instead.
Inputs | Meter | Notes |
---|---|---|
4c 623b 4c 623b | 31.4% | The most basic one |
4c delay 2c 623b 4c 2c delay 5bb 623b | 46.5% | You can do 5bb 623b twice but it will prorate a lot |
5b 2c 2a(w) 4c 623b 5b 2c 2a(w) 4c 623b | 51% | Whiffing 2a is optional. It doesn't change anything but the timing |
5b 2c 5a(w) xx 2a 2c delay 4c 623b 5b 2c 5a(w) 6aa 2c 4c 5bb 623b | 80.1% | Requires low gravity. The second rep is very finnicky regarding gravity. The 5a whiff doesn't work on everyone. You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once |
Situational combos
Inputs | Damage / Meter | Notes | |||
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High shield counter / Air counter hits The damage was calculated starting from shield counter instead of an air CH. |
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2c 5bb hold 8 j.b j.c 9 j.b j.c AT | 2633 / 45.5% | Easy if you do j.c j.b 9 j.b j.c instead, otherwise it's not worth it. | |||
(2c) 5b (5c) 4c 9 (j.a) bc 9 (j.a) j.bc AT | 3056 / 60.1% | j.a's are not doable if you decide to use 5c. | |||
4c 5c 2c 5a(w) 6aa xx 2c (delay 5c 4c) 623b -> momiji loop | Only do the optional moves if you aren't close enough to the corner | ||||
5c 4c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | Full corner carry version | ||||
5b 2c delay 4c -> momiji loop | 3311 / 77.3% | Only possible near the corner. You can omit everything but 2c | |||
Low shield counter | |||||
2d -> 623b -> momiji loop | 3670 / 69.7% | If you aren't near the corner prefer the 2d knockdown instead. | |||
2d -> delay 623c 5b 2c 5c 4c 623b -> momiji loop (1 rep) | Metered fullscreen corner carry | ||||
2d -> 41236c | 3419 | Very situational but it's the biggest damage you can get from a low shield counter if you can't go for the loop. | |||
Golden/Raw air throw | |||||
2a 2c 5bb sj8 j.b j.c 9 (j.b) j.c AT | 2988 / 36.4% | Basic damage confirm that works everywhere. | |||
2a delay 2c 623b -> momiji loop | 3292 / 64% | Works only near the corner. | |||
2a 5c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | Easy, but doesn't work on some characters. | ||||
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | https://www.youtube.com/watch?v=jiEEQD2y4ec | ||||
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa xx 2c 2a(w) 2a 5c IADc j.c land 9 j.b j.c 9 j.b j.c AT | 3601 / 79.8% | Damage variation of the one above. | |||
Standing overhead in the corner | |||||
2c 2a(w) 4c 623b -> momiji loop | |||||
66 cross under sideswitch 2a(w) 5c 2c 5a 6aa 6c 66 2c 623b -> momiji loop | |||||
2bbb | |||||
2bbb j.IAD cancel j.c land 9 j.b j.c 9 j.c AT | 3185 / 28.0% | I hope you aren't planning to hit anyone with this. | |||
Reversal 623c | |||||
623c 4c 2c 623b -> momiji loop (1 rep) | 3448 / 18% | Unstable. Not full corner carry. | |||
623c 4c 2c 5a(w) 6aa 2c 623b -> momiji loop (1 rep) | Unstable. Full corner carry. 6aa should hit as late as possible | ||||
623c j.66 delay j.c(w) land 5b 2c 5c 4c 623b -> momiji loop (1 rep) | Full corner carry. Recommended | ||||
Air pit confirms | |||||
5b delay 5c 4c 9 j.b j.c 9 j.b j.c AT | 5020 | Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5c | |||
(5b/4c) 5c 2c 5(w) 6aa (delay 6c 66) 2c 623b -> momiji loop | 3448 / 18% | ||||
j.66 j.c land (5c) 4c 9 j.b j.c 9 j.b j.c | 5263 / 52.6% | Avoid double super jumps. | |||
Far j.a (uncomboable without j.66) | |||||
j.a j.66 j.a sj9 delay j.aa j.66 (j.a) AT | https://www.youtube.com/watch?v=84LLhL-TPYs | ||||
j.a j.66 j.a j.b land rejump 8 j.b sj9 j.c AT |
OTG
I don't really know what would you use these for, but I guess it's good to know. You can put a 623c somewhere if you want to relaunch them for better oki.
- 2aaaaa 5bb 4c 5c 5a 6a 2b
- Probably the longest OTG string possible.
Setplay
Knockdown times
This data was collected manually using framestep. The height of the opponent affects the frame advantage. More height equals more advantage. The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.
Please, take this as a ROUGH estimate and not as fixed absolute values.
Move | Frame advantage |
---|---|
2c | 45f or 71f if jump cancelled. |
623b | 63f |
623c | 71f or 109f if jump cancelled. |
623a | 18f |
Throw | 39f |
Combo AT | 12f |
Golden AT | 57f or 80f if jump cancelled |
2d | 47f |
Guard cancel bunker | 55f |
Move Descriptions
Normal Moves
2A Melty Blood 2A. Melty Blood 2A.
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5A Basically an F-Moon 5A. Basically an F-Moon 5A.
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6A Staggers, anyone? Staggers, anyone?
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6AA BNB filler. BNB filler.
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2B Underrated button. Underrated button.
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2BB Sad 2b followup. Sad 2b followup.
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2BBB Gimmick overhead. Gimmick overhead.
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5B Pressure machine. Pressure machine.
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5BB Launcher. Launcher.
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5[B] An option, I guess. An option, I guess.
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2C Sweep. Sweep.
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5C Standing facekick. Standing facekick.
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4C God button. God button.
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6C Imouto kick. Imouto kick.
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j.A
j.A It's a j.A, I guess. It's a j.A, I guess.
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j.B
j.B Air poke, anyone? Air poke, anyone?
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j.C
j.C Another god button. Another god button.
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Special Moves
Plucking Birds 「」 - 236ABC
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Brilliant Impetus - Temporary String「」 - J.236ABC
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「」 - 214ABC
Punishable on reaction if the opponent has the tools for it. The charged versions are faster to come out than your pits or 236a.
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「」 - 623ABC
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「」 - (J)22ABC
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Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」 - 41236C
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