Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions

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=Combos=


'''Be sure to check this article about C-Seifuku:''' https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/


'''Normal Combos'''
'''Normal Combos'''

Revision as of 05:09, 29 March 2020

Additional Resources


Match Video Database

Players to watch/ask

JP:

  • Sola
  • Niiya
  • Kou


NA:

  • Cadenza - found in Main melty discord server


Overview

Strengths Weaknesses
*Strengths
  • Stable match-up spread
  • Great ground mobility
  • Great specials
  • Good normals
  • one of the lows on block 2A
  • four lows
  • powerful rewards from neutral
  • Fastest jump start up among the casts
  • Any hit leads to the same combo that corner carries
  • Had a command grab that also corner carries
  • Only need to learn one combo to get started
  • Stable setplay in the corner
  • Paradigm shifts from defense to offense is near seamless
Weaknesses
  • No repeating A normals
  • Pressure can be a bit linear at times
  • No meterless reversal, except for heat the other reversals are poor to use most of the times.
  • A bit weird to confirm from clipping jump outs with normals
  • Abare options are a bit on the slow side as her 2A is active on frame 6

Introducing C-seifuku Akiha, One of the top tiers to exist in MBAACC. The character by nature can be played however you would like, but rewards those who gravitate towards a defensive zoning style. One of the main reasons is that she has the incredible tool at her fingertips(literally) Called "Soko De". a move that materializes a flame pillar that is AUB and what's more is that it can be jump cancelled on Whiff, Hit, and block. Its a move that minimizes and sort of risk on C-seifuku's part to great lengths. With that in mind, it means that she can fish for a hit with j214A/B and then can corner carry off of any stray hit at any point in time. She quickly turns from a zoning, defensive styled character to an oki setplay in the corner. She has a total of 4 lows that all have to be correctly shielded and one of the lows is +1. Her normals overall are great as 2C is a decent poke against hyper aggressive players that dash in mindlessly, j.A is a multipurpose tool for dealing with foes that are in A2A and overall just an excellent rising normal option, j.B is an excellent move to use if someone is clearly above you where your specials won't reach and is also good as a rising button to fish for counter hits if you feel the opponent is trying to approach you from the air.

Sadly(or thankfully depending on what side you're on) her main weakness is that while j214A/B is powerful if the opponent knows the vectors in how she will apply the special it becomes more of a detriment if you use it too liberally without paying attention to the screen. SO while your particular special is that powerful that it can quickly turns the tables in your favor, blade as any, is better when its in its sheath. if you can get over the quirk of the char's lack of repeatable A normals, the character is a robust, strong top tier that has very little problems with answering to the issues that the cast throws at her.



General Gameplan

Her gameplan is very straight forward. She bides her time being defensive in neutral and poking with her special move j214B and otherwise obstructing the opponent's path to get to her. That's not to say she doesn't have up close to fight either. j.A is a very good button for using an A2A and as a rising button in general for CH fishing. It can also set up air tick throws and on Non counter hit goes into her combo sequence. It is important to learn to TKj214X, when to do it and when to not use j214 but j236B as those two specials combined in your gameplan really makes fighting Csei a nightmare for a lot of characters.


Neutral

In neutral, you have plenty of tools at your disposal. Lets go over the important ones that C-seifuku will use a lot.

j214A/B

Soko de, a versatile special that allows for incredible + frames to start your offense. It is also AUB and jump cancellable on whiff, block, hit. In neutral though you will primarily use j214B and think of it like its fishing. if j214B catches you can reel in your reward, a combo from halfscreen! This is all without actually having to interact with opponent up close a very strong special.

j214A is generally used whenever you need to cover your landing after a double jump use or to get more + frames in your pressure. one thing to note is the one important thing to note

If you used up your two jumps then j214X, you are in helpless state until you land

Generally the logic behind using j214B is using it as the opponent either committed to a special that is grounded, for example ciel's 214X or when the opponent is approaching from fullscreen to halfscreen range. Times you can also use j214B is when the opponent is retreating via backdash or air backdash. When using j214B its important to know when to TK it or not. TK214B allows for a safer poke in neutral and you are not as prone to predictable placements as much. Of course when you land a hit you can then confirm and corner carry into setplay!

As powerful as that move is you may want to alternate your choices in the air. such as using j236B, a horizontal ribbon that is perfect to balance out using j214B. Think of it like this in a lot of match ups where characters thrive off of playing the ground game, use j214B, but there are characters with privileged air options that's where your j236B comes into play. its essential that you learn the importance of j236B that while it doesn't grant a combo like j214X, it does make it harder to approach C-seifuku from the air and is safer to throw out if you noticed your opponent's approaches are becoming aggressive. If they are a bit too close for j236B to use safely, you can also use rising j.A and overall use it whenever you scouting in the air other than using j214B whenever someone is approaching predictably. Converting from j.A counterhit is a common thing as well for C.Seifuku and also corner carries.

Now that isn't to say that she doesn't have good ground game either! She is incredibly fast given the nature of her dash and if you feel as though the opponent is hesitant or even in some match ups like nero or c roa you can then quickly switch from a defensive play style into an aggressive one using dash 5A into combo or dash jump j.A CH or dash jump j.AAAAAAA for an air tick throw set up. If someone is also approaching from the air you can attempt to do a dash under 2C.

Play according by the match up or player, these are just a few common rule of thumb to play by.

Combos

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 5A 5B 6B 2C 6C 214A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
A basic starter for C-seifuku. if you don't remember anything else
Normal starter, grounded opponent,
  • 5A 5B (2B) 6B 6C 5C 214A, 5C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
this is the optimal starter, more common if you land a jump in j.C.
Normal starter, grounded opponent,
  • 214A 6B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is used whenever you frame trap with 214A in your pressure
Normal starter, grounded opponent,
  • 5A 5B (2B) 6B 6C 5C 214A, 5C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
this is the optimal starter, more common if you land a jump in j.C.
Normal starter, grounded opponent,
  • j214B Airdash j.C/j.[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is the conversion whenever j214B. Depending on the height at which they got hit by j214B, you need to use j.[C] to guarantee the conversion. refer to OTG pick ups in how to continue the combo.
Normal starter, grounded opponent,
  • j214A double jump j.C/j.[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is the conversion whenever j214A. Depending on the height at which they got hit by j214A, you need to use j.[C] to guarantee the conversion. refer to OTG pick ups in how to continue the combo.
Normal starter, grounded opponent,
  • j214B/A air throw(whiff) 6B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is the conversion whenever you use your two jumps and hit someone with j214A or j214B. be warned if you whiff j214A/B and air throw whiffed you are now in counter hit state and almost guaranteed to be punished.
Normal starter, grounded opponent,
  • 5[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Overhead. typically used in the corner but can be used midscreen.


Normal Combos

  • 2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j 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.22A/C / (corner carry)j.[C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] ) 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.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 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)



Spacing

Move Descriptions

Normal Moves

2A
CSeifuku2a.png
Damage Red Damage Proration Cancel Guard
350 200 75% - L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 1 3.5% -

Decent low poke. Unlike most 2As, cannot be cancelled into itself, meaning you can't spam this move a couple of times to hitconfirm. The only normal that's plus on block


5A
CSeifuku5a.png
Damage Red Damage Proration Cancel Guard
350 200 75% - L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 12 -4 3.5% -

Another low poke very similar to 2A. Hits low (!).


2B
CSeifuku2b.png
Damage Red Damage Proration Cancel Guard
600 350 85% - HL
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 6.0% -

Hits mid and moves forward. Use in combos and pressure strings.


5B
CSeifuku5b.png
Damage Red Damage Proration Cancel Guard
600 300 80% - L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 12 1 6.0% -

Hits low. Good poke after j.C for 50/50 mixup.


6B
CSeifuku6b.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 - -

Hits mid. A good poke with more range than 5B. Good in pressure to stuff jump out attempts.


2C
CSeifuku2c.png
Damage Red Damage Proration Cancel Guard
850 500 55% - L
First Active Active Recovery Frame Adv Circuit Invuln
11 6 14 -2 8.5% -

Standard sweep. Good range, decent speed. Can cancel into 6C. If the move isn't canceled S.Akiha retreats and is pushed back quite a bit making the safe on block


5C
CSeifuku5c.png
Damage Red Damage Proration Cancel Guard
800 500 90% - HL
First Active Active Recovery Frame Adv Circuit Invuln
15 4 20 -6 8.0% -

Forward kick that hits mid. Good ground zoning tool and combo filler. Can be charged to become a wall-slamming overhead instead. Forward kick that hits mid. Good ground zoning tool and combo filler. Can be charged to become a wall-slamming overhead instead. 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.


5[C]
CSeifukuBE5c.png
Damage Red Damage Proration Cancel Guard
1100 700 60% - H
First Active Active Recovery Frame Adv Circuit Invuln
30 4 19 -9 11.0% -

The charged version has a little more disjoint.


6C
CSeifuku6c.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
10 4 23 -10 - -

Very similar to 5C, but with slightly more range. Do not cancel this into 5C, as this will reverse beat.


j.A
CSeifukuja.png
Damage Red Damage Proration Cancel Guard
300 200 75% - HL
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 3.0% -

Short range downward air kick. Used for air counter hitting, air to ground, and whiff cancelling. The move cancels into itself on hit and block, though it hits mid like many j.As


j.B
CSeifukujb.png
Damage Red Damage Proration Cancel Guard
600 350 90% - H
First Active Active Recovery Frame Adv Circuit Invuln
7 5 - - 6.0% -

Upward aerial kick. Great for hitting people above you in the air, but loses to many downward air attacks.


j.C
CSeifukujc.png
Damage Red Damage Proration Cancel Guard
800 500 85% - H
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 8.0% -

Strong downward jump attack. Crosses up, so great for jump-ins.


j.[C]
CSeifukuBEjc.png
Damage Red Damage Proration Cancel Guard
1200 1000 85% - H
First Active Active Recovery Frame Adv Circuit Invuln
18 7 - - 12.0% -

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
  • (Description) - Akiha summons a flame pit. Her flame pits last for 10 seconds and are not cancelled when she is hit. Input 22x/j.22x while a pit is active to ignite flame pillars from the pits. Flame pillars are capable of OTG relaunching. Note that her flamepits are also automatically ignited when she command throws (63214c) the opponent while standing above a pit.
  • (A version) - Akiha summons a flame pit where she is standing and hops backwards. Sends 1 pillar when ignited uncharged, 2 pillars when charged. Use this version when in the corner.
  • (B version) - Akiha summons a flame pit that moves about two characters forwards. Sends 1 pillar when ignited uncharged, 2 pillars when charged.
  • (EX version) - Akiha summons a flame pit that follows the opponent around. Sends 2 pillars when ignited uncharged, 3 pillars when charged. Use this one the most if you have the meter.
Tori wo Uzukiru「鳥を渦切る」 - 236ABC
  • (Description) - Akiha calls forth a fiery spell that extends forward. Similar to V.Akiha's flametongue, but faster and with more recovery. Air unblockable, so it can catch badly positioned jump-ins, or even cause a favorable Counter Hit trade (not always, as it hits several times).
  • (A version) - Very fast flametongue that can be used as a blockstring ender or zoning tool. Hits far and wide, but leaves you in a long uncancellable recovery state. Don't overuse, if the opponent reads it and jumps over it you'll get punished.
  • (B version) - Slower version. No reason to ever use this, might as well delay the A version.
  • (EX version) - Typical EX version. Faster, more damage, and safe if you're close. Can be combo'd into 6B on hit. OTG relaunches.
Tsuki ni Egaku「月に画く」 - 623ABC
  • (Description) - Akiha casts a spike of fire into the air at a forward angle. Air unblockable.
  • (A version) - Fast startup, long recovery. Somewhat useful as anti air, but has a weird hitbox and long recovery. Useful after a dash to catch jumpers and large characters (such as Nero summoning stuff). It does only 1 hit, so can be combo'd after on Counter Hit.
  • (B version) - Slower version. Can be used in combos, not much reason to otherwise.
  • (EX version) - This version has invulnerability, and can be used as a reversal. However, grab beats it on wakeup, and it's very easily avoidable if read. Not as good as real DPs, but hits very far and high.
 ? - J.623ABC


Kemono wo Seisuru「獣を征する」 - 214ABC
  • (Description) - Akiha points forward and summons a flame pillar. Pillars are air unblockable and are capable of OTG relaunching.
  • (A version) - Akiha summons a pillar right in front of her. Not very safe, don't rely on this too much outside of a combo.
  • (B version) - Akiha summons a pillar mid-screen. This is a pretty handy special to use for zoning.
  • (EX version) - Akiha summons a flame pillar right on the opponent. Appears quite fast enough that you can even punish heat activations. The pillar has a larger vertical hitbox than the A/B versions, making this a good full-screen punisher.
 ? - J.214ABC
  • (Description) - Aerial version of 214. Arguably her best special, as it can be jumpcancelled on whiff. Landing cancels the recovery, allowing you to combo after hitting with it low to the ground. Be wary of the opponent though, you're vulnerable during startup.
  • (A version) - Same as 214A, but cast from the air. Used a lot in combos, pressure, and zoning. TK J.214A is a great tool in many situations.
  • (B version) - Similar to J.214A, but hits further ahead. Amazing for catching characters using projectiles or summons.
  • (EX version) - Same as 214C. Use it to punish heat and people in the air with no movement options left.
Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC
  • (Description) - An air version of her 22 series. Akiha summons a flame pit on the ground that can be ignited with either 22x or j.22x. Note that Akiha remains in the air while igniting her flame pits.
  • (A version) - Akiha summons a flame pit directly below her and moves back. Sends 1 pillar when ignited uncharged, 2 pillars when charged. You can jump, airdash or even ignite right after using this move, giving Akiha more mobile options than her ground version. Use this after a j.[C] knockdown in the corner.
  • (B version) - Akiha summons a flame pit a couple characters in front of her and moves back. Similar to her A version, the only difference being the position of the flame pit. Sends 1 pillar when ignited uncharged, 2 pillars when charged. You can use this and ignite it right after as keep-away.
  • (EX version) - Akiha summons a flame pit that tracks the opponent and moves back. Sends 2 pillars when ignited uncharged, 3 pillars when charged. Strongest version in her 22 series. Use this after a j.[C] knockdown or to force your opponent to haul ass.


Arc Drive

「」
  • (Description) - Akiha grabs the opponent and assaults it with fiery might. Command grab that only grabs grounded targets when they're close, but aerial targets much easier, even when they're almost above her. A useful tool to scare your opponent with when he's blocking a lot. Almost any combo can be ended in this AD, but most of the time it doesn't do much damage. Raw airthrow straight into AD is stylish and does 3k+ damage. Also useful as ender to overhead combos.

Another Arc Drive

「」
  • (Description) - Similar to AD, but with a longer animation and more damage. Very bad move due to the amount of hits. It will almost always provide the opponent with so much meter they'll enter MAX.

Last Arc

「」
  • (Description) - On ground shield Akiha levitates the opponent in front of her, and casts a powerful version of 623C.

MBAACC Navigation

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