Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Half Moon: Difference between revisions
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[[image:Akiha_Seifuku0.webp | | |||
'''Name:''' Akiha Tohno (遠野秋葉) | |||
<br> | |||
'''Voiced by:''' Hokuto Minami (北都 南) — '''Type:''' Human, Half-Demon | |||
<br> | |||
'''Gender:''' Female — '''Blood Type:''' A | |||
<br> | |||
'''Birthday:''' Sept. 22 — '''Sizes:''' 73 / 57 / 79 — '''Height:''' 160cm — '''Weight:''' 45kg | |||
<br> | |||
'''Eye Color:''' Blue — '''Hair Color:''' Black | |||
|frame|right]] | |||
''' | |||
{{TOClimit|4}} | |||
== Overview == | == Overview == | ||
HSei is the most rushdown oriented of the Seifukus, with a strong emphasis on pressure and combos. She loses most of the zoning utility that CSei’s kit has, opting to focus more on her strong normals and good movement to score a hit and carry the opponent into the corner, where she can work her pressure. Notably, she has one of the most plus on block raw normals in the game, with her 5A being +6, a frame advantage even most F-Moons would be envious of. Combine this with her strong command grab and forward moving normals and you get some of the most brutal corner pressure Melty has to offer. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Strengths / Weaknesses | |+Strengths / Weaknesses | ||
|- | |- | ||
|Strengths | |Strengths | ||
| | | | ||
* | *Amazing pressure with a ton of plus frames in tandem with command grab | ||
* | *Strong normals such as 2B which is a very fast and disjointed low poke, and j.B which has a strong disjoint directly below her | ||
*Good movement with the fastest airdash of the Seifukus and a dash that can cover fullscreen distances very quickly | |||
*Has quite a few lows, including a few standing ones | |||
*Can consistently get full corner carry and okizeme from every combo | |||
*High optimization potential on combos for more damage | |||
*Amazing at knowledge checking people | |||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
* | *While strong, pressure can be very linear and weak to Ex-Shield and reversals | ||
*Most specials are either situational or just plain bad | |||
*Very tight execution requirements for damaging combos, with lots of character specifics | |||
*Damage can be very low when you take into account rebeat penalty, especially without more advanced routes | |||
*Very poor defensive options without meter for bunker | |||
|} | |} | ||
== Move Descriptions == | == Move Descriptions == | ||
Line 206: | Line 59: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv=6 | |frameAdv=6 | ||
|invuln= | |invuln= | ||
|description=A small standing low kick | |description=A small standing low kick that is a whopping +6 on block, a frame advantage most F-Moons would shudder at. This move is absolutely amazing for pressure, and horrible for just about everything else. Try not to overuse this, else you’ll end up with a large rebeat penalty. Rather stubby, so try not to whiff it. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 222: | Line 75: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=6 | |active=6 | ||
|recovery=10 | |recovery=10 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=Swipe followup. | |description=Swipe followup. Only -1 on block and moves you forwards a bit. Mostly used for midscreen pressure when 22B is less useful or if your 5A whiffs and you need something to cancel into. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 238: | Line 91: | ||
|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=3 | |frameAdv=3 | ||
|invuln= | |invuln= | ||
|description=Final followup, launches and +3 on block. | |description=Final followup, launches and +3 on block. This may seem very good at first glance, being +3 on block as a 5A6AA, but this move also has the property of pushing you +3 kilometers away from the opponent on block, so it’s mostly used for ending pressure in a safe manner. | ||
}} | }} | ||
}} | }} | ||
Line 261: | Line 114: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description= | |description=Another standing low kick, and your best option for a low in most cases. Your best starter for most situations. Being a standing low, this is good to use in pressure to avert shield attempts in conjunction with 2b. The disjoint makes it quite good for baiting heat. Combos into itself on counterhit. | ||
}} | }} | ||
}} | }} | ||
Line 284: | Line 137: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=4| hovertext=2, 2}} | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-11, -4 | |frameAdv=-11, -4 | ||
|invuln= | |invuln= | ||
|description=A | |description=A two hit swipe where Seifuku takes a large step forwards. Decent for abare, being quite large and reasonably fast. Moves you forwards a ton when cancelled, and even more so on the first hit. | ||
}} | }} | ||
}} | }} | ||
Line 308: | Line 161: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description= | |description=A crouching swipe that hits mid. A slightly below average 2A, but still strong. Your fastest normal, so best used to start pressure strings or mash at close range. | ||
}} | }} | ||
}} | }} | ||
Line 331: | Line 184: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|invuln= | |invuln= | ||
|description= | |description=A quick and low swipe, perhaps her best normal. Extremely fast at frame 6 and has a very disjointed hitbox with a low profile to boot. It moves you forwards as well, so it’s amazing for pressure as well as confirms, especially when used alongside 5C. Has a long recovery, so take care not to whiff. | ||
}} | }} | ||
}} | }} | ||
Line 354: | Line 207: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|invuln= | |invuln= | ||
|description=A sweep that moves Seifuku | |description=A sweep that moves Seifuku slightly forwards. Very average, only used in combos. | ||
}} | }} | ||
}} | }} | ||
Line 378: | Line 231: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=Fast air normal, your best air to air. Keeps air actions on whiff like most j.As, so good for scouting and fishing for counterhits. | ||
}} | }} | ||
}} | }} | ||
Line 401: | Line 254: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=The downwards disjoint on this button is quite large, meaning it can beat a lot of traditional anti air attempts. Its usefulness decreases outside of when you are directly above them however. Also very useful for fuzzies. | ||
}} | }} | ||
}} | }} | ||
Line 427: | Line 280: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=Another really nice jump-in. Has a pretty large hitbox, with a larger crossup hitbox than j.B, so it works well in covering angles that button does not. You can also partially charge it, which can come in handy for empty jump mixups or simply for altering when the button comes out in neutral. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 443: | Line 296: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=18 | ||
|active=7 | |active=7 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description=Charged | |description=Charged j.C that is integral to most combos you’ll be doing. It has an extreme amount of disjoint when charged, but also alters your momentum, making usage in neutral a bit hard. Can set up fuzzies with the upwards boost when used with j.B. | ||
}} | }} | ||
}} | }} | ||
Line 467: | Line 320: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|invuln= | |invuln= | ||
|description=Forward | |description=Forward reaching swipe, exclusive to half moon. Very useful normal for stopping instant airdash approaches or just for generally swiping people out of the air. On the ground it is prone to being low profiled. | ||
}} | }} | ||
}} | }} | ||
Line 490: | Line 343: | ||
|cancel=N, SP, EX, (Jd) | |cancel=N, SP, EX, (Jd) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|invuln= | |invuln= | ||
|description=The Akiha Kick™. | |description=The Akiha Kick™. Mostly combo and blockstring filler. | ||
}} | }} | ||
}} | }} | ||
Line 515: | Line 368: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 539: | Line 392: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 566: | Line 419: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 582: | Line 435: | ||
|cancel=(SP), (EX) | |cancel=(SP), (EX) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 598: | Line 451: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 624: | Line 477: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 640: | Line 493: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 656: | Line 509: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 682: | Line 535: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 698: | Line 551: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 727: | Line 580: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=20 | ||
|active={{Tooltip | text=10| hovertext=2, 8}} | |active={{Tooltip | text=10| hovertext=2, 8}} | ||
|recovery=28 | |recovery=28 | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|invuln= | |invuln= | ||
|description=Seifuku jumps back in the air and performs a slightly upward-angled flametongue attack. | |description=Seifuku jumps back in the air and performs a slightly upward-angled flametongue attack. Not useful for much due to lack of reward or threat. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 743: | Line 596: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=21 | ||
|active={{Tooltip | text=10| hovertext=4, 6}} | |active={{Tooltip | text=10| hovertext=4, 6}} | ||
|recovery=27 | |recovery=27 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=B version jumps back further and is downward-angled. | |description=B version jumps back further and is downward-angled. Similar usefulness to 236A. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 759: | Line 612: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=13+ | |startup=13+6 | ||
|active={{Tooltip | text=12| hovertext=2 x6}} | |active={{Tooltip | text=12| hovertext=2 x6}} | ||
|recovery=16 | |recovery=16 | ||
|frameAdv=17 (max) | |frameAdv=17 (max) | ||
|invuln= | |invuln= | ||
|description= | |description=Seifuku jumps back and summons a 6-hit ribbon. Easily crouched under, but useful for metered extensions to combos. | ||
}} | }} | ||
}} | }} | ||
Line 786: | Line 639: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=5 | |active=5 | ||
|recovery=28 | |recovery=28 | ||
Line 802: | Line 655: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=28 | ||
|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
|recovery=19 | |recovery=19 | ||
Line 818: | Line 671: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=5+ | |startup=5+5 | ||
|active={{Tooltip | text=18| hovertext=3 x6}} | |active={{Tooltip | text=18| hovertext=3 x6}} | ||
|recovery=38 | |recovery=38 | ||
Line 843: | Line 696: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=50 | ||
|active=4 | |active=4 | ||
|recovery={{Tooltip | text=40| hovertext=Full animation.}} | |recovery={{Tooltip | text=40| hovertext=Full animation.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=H-Sei's "Soko | |description=H-Sei's "Soko Ne". Summons a tall pillar in front of Seifuku that becomes active shortly after she recovers. Button choice only affects the pillar's distance from Seifuku. On the ground this is mostly used for Oki, with the air version serving a lot better for neutral. | ||
}} | }} | ||
}} | }} | ||
Line 870: | Line 723: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=13 | ||
|active=14 | |active=14 | ||
|recovery=18 | |recovery=18 | ||
Line 886: | Line 739: | ||
|cancel= | |cancel= | ||
|guard=L | |guard=L | ||
|startup= | |startup=19 | ||
|active=14 | |active=14 | ||
|recovery=8 | |recovery=8 | ||
|frameAdv=6 | |frameAdv=6 | ||
|invuln= | |invuln= | ||
|description=A "longer startup but short recovery"-type B version. +6 on block. | |description=A "longer startup but short recovery"-type B version. +6 on block. Slow, but if you cancel a normal into this the gap will almost always be small enough that they can neither mash nor jump. Prone to being shielded versus C-Moon, but H and F shield counters are too slow to punish this, so they have to find character specific options for a punish. The lack of pushback in the corner makes this great for setting up command throw. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 902: | Line 755: | ||
|cancel= | |cancel= | ||
|guard=L | |guard=L | ||
|startup=4+ | |startup=4+10 | ||
|active=14 | |active=14 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-5 | |frameAdv=-5 | ||
|invuln= | |invuln= | ||
|description=EX version is much bigger and launches the opponent upward into an air-tech state on hit. | |description=EX version is much bigger and launches the opponent upward into an air-tech state on hit. If you are able to hit the one frame link into j.A, this can lead to massive damage, otherwise link into 6b for an easier combo. | ||
}} | }} | ||
}} | }} | ||
Line 926: | Line 779: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=6 | ||
|active=1 | |active=1 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Seifuku's command grab. Sideswitches and lets you combo off of it. | |description=Seifuku's command grab. Sideswitches and lets you combo off of it. Core to her gameplan, you'll want to make them block a lot of + frames and mix them up with this in pressure. | ||
}} | }} | ||
}} | }} | ||
Line 952: | Line 805: | ||
|cancel=-J- | |cancel=-J- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=49 | ||
|active=4 | |active=4 | ||
|recovery={{Tooltip | text=25*| hovertext=Until jump cancel, starting from the beginning of this move.
14 Landing recovery.}} | |recovery={{Tooltip | text=25*| hovertext=Until jump cancel, starting from the beginning of this move.
14 Landing recovery.}} | ||
|frameAdv=Plus | |frameAdv=Plus | ||
|invuln= | |invuln= | ||
|description=Aerial "Soko | |description=Aerial "Soko ne". Jump cancellable even on whiff. Used for falling oki after a j.[C] ender. Can serve some use in neutral, but it's slow and hard to convert without a counterhit. | ||
}} | }} | ||
}} | }} | ||
Line 979: | Line 832: | ||
|cancel= | |cancel= | ||
|guard=A<br>LHA | |guard=A<br>LHA | ||
|startup=3+ | |startup=3+1 | ||
|active=1 (26)<br>2 | |active=1 (26)<br>2 | ||
|recovery=42 | |recovery=42 | ||
Line 987: | Line 840: | ||
}} | }} | ||
}} | }} | ||
== General Gameplan == | |||
HSei is typically aiming to score one hit in neutral, which she can use to carry the opponent into the corner and start her pressure. She mainly wants to use her j.A to fish for a counterhit, and use it to take the opponent to the corner. Her pressure is where she really shines, where she can play a scary strike throw game with her command grab and plus frames, which will loop back into itself when she gets a hit. | |||
=== Neutral === | |||
You'll want to turn any hit in neutral into corner carry, which is pretty easy with her great confirming ability. | |||
In the air, j.A is your best air to air and can easily snipe people slightly above you. It's safe to whiff just like most melty j.As, and if you see the opponent is vulnerable after you've done rising j.A, that's when you'll want to airdash in. | |||
If you intercept the opponent in the air, you should do j.AAC and react accordingly with dj.[C] if it connects. This allows you to confirm non counterhit j.As into a full combo. | |||
On the ground, abuse your dash to snipe landings, or dash under air approaches with the low profile. It can travel full screen distances quickly with the great acceleration, but keep in mind it's weaker at closer ranges due to the somewhat long startup. | |||
2B is your best option for a poke or counterpoke, with a quick startup, good low profile and long range. It's easily confirmable into 5C at most ranges, although at the very tip of 2B, doing 2B 5C will cause the first hit of 5C to whiff, so adjust your timing accordingly. | |||
2B is very prone to being airdashed over and punished, so in those cases 5B is a good option for a poke as well. It has a lot shorter recovery than 2B, which can save you in a lot of situations, albeit at the cost of range. | |||
5C is also a good option due to it's size. | |||
6B does well at sniping people out of the air, and has good range, making it a good poke to throw out if you wish to cover multiple options. It is quite prone to being low profiled at longer ranges, however. | |||
Finally, j.214X has some use in neutral for catching people extending large hurtboxes. It's jump cancellable on whiff, but even this is painfully slow, so it should be used sparingly and at long range where the opponent cannot punish you for it. Best used against characters with poor movement or range. | |||
=== Pressure === | |||
HSei possesses a very strong but linear pressure game. She mainly wants to use the frame advantage on two things, 22B and 5A, both of which are +6, to keep her turn and keep looping her offense. After she conditions them not to mash, she can use her strong command throw to punish them for blocking and keep them guessing. | |||
First, her basic pressure loop: | |||
2A 5B 2B 5C 22B 5B/2B 5C 22B... | |||
This is how your pressure will be structured for the most part. You will simply slot in different moves for different purposes, for example using 5A midscreen instead of 22B. Lets look individually at the moves that are most useful for pressure. | |||
5A- One of your two main pressure resets, +6 on block and also a low. Very hard to contest without simply guessing what she will do after she's plus. The main downsides of this are the lack of range (it's minus when it whiffs) and that it can quickly rack up rebeat penalty, which will hurt your damage. | |||
22B- Your other main pressure reset, which is ALSO +6 on block and ALSO a low. Best used in the corner, where it will not push you back at all, making it amazing for setting up command throws. You'll want to cancel higher blockstun normals into this, so that it leaves as small of a gap as possible. If the opponent shows they can deal with this, you'll want to mix up what normals you cancel into this. 5C will be your go-to for the best forward movement, but make sure to keep it varied. | |||
5C- Most important normal for moving yourself forwards. Important to keep in mind is the difference between 5C(1) and 5C, as the two hits have different properties when cancelled. The first hit will move you forwards the most, but has poor frame advantage, while the second hit moves you forwards less but has better blockstun. What this means is 5C(1) is better for cancelling into 5A or 6C, while 5C is best for doing 22B. Of course, if you're willing to risk it, 5C(1) 22B will push you massively forwards while leaving a rather large gap. | |||
5B/2B- Used for resetting after you are plus from 5A or 22B. Make sure to swap which move you use to catch people trying to shield. | |||
624C- Command throw that nets a full combo on hit, used in place of 5B or 2B to catch the opponent blocking. Useful for making sure the opponent doesn't just block all day. | |||
623B- Niche special that is +3 on block and nets a good corner combo on hit. Mostly used as a hard callout for opponents shielding 22B. | |||
5A6AA- +3 on block, but pushes you out massively on the last hit. Best used for safely ending pressure while also throwing out one last frametrap. | |||
<u>'''Okizeme'''</u> | |||
...j.[C] j.A(w) fall j.214A | |||
...j.[C] falling j.B 2C 22A 214A | |||
Okizeme setups after her two most common enders. You're aiming to hit to make the pillar hit meaty, which will grant you really good frame advantage for starting your pressure. If you make sure to block while the pillar is going off, then you'll be safe from most reversals. If the pillar is going off screen, you can change the timing or do dj.8[C] as an ender to ensure proper spacing. | |||
=== Defense === | |||
Being a H-Moon character, your defensive options are naturally quite limited, and her toolkit doesn't offer many other options. The one saving grace is that her abare options are quite good. | |||
623C- | |||
Not a very good reversal. Metered, horribly punishable on block, and it doesn't even have throw invul so it'll lose to those. It's quite active at the very least, and your only true reversal, but the meter would better be spent on bunker. | |||
214D- | |||
H-Moon trademark defensive option, and the main way you'll be getting out of pressure. Scores a hard knockdown when done out of blockstun, but costs 100 meter. This is what you'll mostly be saving your meter for, if not heat. Best used if you are in the corner, since you'll be able to steal it back from the opponent, and leave them in a poor situation. | |||
Abare- | |||
Her main options for this include 2A, an average 4f 2A that can cancel into itself for mashing. Good for calling out smaller gaps in pressure. She also has 2B, which is a very fast and disjointed low poke with large recovery. Great for mashing out of pressure, but use with caution. Finally she has 5C, which is a frame 10 move that's good at longer ranges. | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
'''Note:''' These combos can be found in the combo tutorial linked at the bottom of this page in additional resources, alongside some others. For more advanced combos, visit the combo document also at the top. | |||
=== Normal Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|damage= 3925 | |||
|metergen= 59.3 | |||
|metero= | |||
|input=* 2A > 5B > 2B > 5C > 2C > 6C > 6B > j.BC > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w) | |||
|simput= | |||
|note= The most basic combo you’ll be using frequently. Delay the j.214B to give you enough time to rejump, and use j.214A instead if you are in the corner. Whiff j.A after the j.[C] ender so you can set the pit as low as possible for okizeme. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% Meter | |||
|damage= 4707 | |||
|metergen= -64.1 | |||
|metero= | |||
|input=* 2A > 5B > 2B > 5C > 6C > 22C > 6B > j.BC > j.C > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w) | |||
|simput= | |||
|note= Simple metered combo, buffer the 6B after 22C to link into an air combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing Shield | |||
|damage= 2633 | |||
|metergen= 58.3 | |||
|metero= | |||
|input=* 5D > dl 22A > 2C > 6C > 6B > j.BC > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w) | |||
|simput= | |||
|note= Combo off standing shield, delay the 22A enough to hit, but not too much so that you'll have time to combo into 2C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Gold Airthrow | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input=* gAT > 2C > dl 6C > 6B > j.BC > dj.[C]A(w) | |||
|simput= | |||
|note= Airthrow uses a bounce, so you'll have to end the combo earlier to compensate. | |||
}} | |||
}} | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=h&p1char=sei H-Seifuku Match Video Database]<br> | |||
[https://www.youtube.com/watch?v=vocTQ4WGp_8 H Seifuku Basic and Intermediate Combos by Whisk]<br> | |||
[https://docs.google.com/document/d/1bnZ7KMvrmSSWQFv_8_xV3nTkvyK0jYFGgyhJexM3lHw/edit# H-Sei Guide by Dumb Seagull (WIP)]<br> | |||
[https://docs.google.com/spreadsheets/d/1m2JlR_VzMV3mrZqct6JN57Hi1krWN0SrCMPOZwnulZ8/edit#gid=0 "H Seifuku Combo Doc/Notes" by Cheezy] | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
|[https://mbaacc.melty.games/?p1moon=h&p1char=sei&p1name=Whisk Whisk<br>(Whisk#5389)]|| style="text-align:center;"| | |||
[[File:Seifuku-color8.png|Color|40px]] | |||
| North America || Netplay || Active || Main page editor. Found in Melty Blood Community Server and Melty Blood Main Server. | |||
|- | |||
|[https://mbaacc.melty.games/?p1moon=h&p1char=sei&p1name=kurogato kurogato<br>(kuroneko#5496)]|| style="text-align:center;"| | |||
[[File:Seifuku-color23.png|Color|40px]] | |||
| South America || Netplay || Active || Found in Reverse Beat Brasil. Solid player who is a black cat. | |||
|- | |||
|} | |||
== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Seifuku}} | |||
This page was edited by Whisk#5389 on discord. Please message me there if you have any questions or concerns. | |||
Latest revision as of 04:19, 21 April 2024
Overview
HSei is the most rushdown oriented of the Seifukus, with a strong emphasis on pressure and combos. She loses most of the zoning utility that CSei’s kit has, opting to focus more on her strong normals and good movement to score a hit and carry the opponent into the corner, where she can work her pressure. Notably, she has one of the most plus on block raw normals in the game, with her 5A being +6, a frame advantage even most F-Moons would be envious of. Combine this with her strong command grab and forward moving normals and you get some of the most brutal corner pressure Melty has to offer.
Strengths |
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Weaknesses |
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Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Command Normals
6B
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
623X
214X
Scorching the Moon
214A/B/C (No EX) |
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22X
63214C
Aerial Specials
j.214X
Scorching the Moon (Air)
j.214A/B/C (No EX) |
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Arc Drive
Red Mistress - Locks of Hair
41236C during Heat |
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General Gameplan
HSei is typically aiming to score one hit in neutral, which she can use to carry the opponent into the corner and start her pressure. She mainly wants to use her j.A to fish for a counterhit, and use it to take the opponent to the corner. Her pressure is where she really shines, where she can play a scary strike throw game with her command grab and plus frames, which will loop back into itself when she gets a hit.
Neutral
You'll want to turn any hit in neutral into corner carry, which is pretty easy with her great confirming ability. In the air, j.A is your best air to air and can easily snipe people slightly above you. It's safe to whiff just like most melty j.As, and if you see the opponent is vulnerable after you've done rising j.A, that's when you'll want to airdash in. If you intercept the opponent in the air, you should do j.AAC and react accordingly with dj.[C] if it connects. This allows you to confirm non counterhit j.As into a full combo.
On the ground, abuse your dash to snipe landings, or dash under air approaches with the low profile. It can travel full screen distances quickly with the great acceleration, but keep in mind it's weaker at closer ranges due to the somewhat long startup. 2B is your best option for a poke or counterpoke, with a quick startup, good low profile and long range. It's easily confirmable into 5C at most ranges, although at the very tip of 2B, doing 2B 5C will cause the first hit of 5C to whiff, so adjust your timing accordingly. 2B is very prone to being airdashed over and punished, so in those cases 5B is a good option for a poke as well. It has a lot shorter recovery than 2B, which can save you in a lot of situations, albeit at the cost of range. 5C is also a good option due to it's size. 6B does well at sniping people out of the air, and has good range, making it a good poke to throw out if you wish to cover multiple options. It is quite prone to being low profiled at longer ranges, however.
Finally, j.214X has some use in neutral for catching people extending large hurtboxes. It's jump cancellable on whiff, but even this is painfully slow, so it should be used sparingly and at long range where the opponent cannot punish you for it. Best used against characters with poor movement or range.
Pressure
HSei possesses a very strong but linear pressure game. She mainly wants to use the frame advantage on two things, 22B and 5A, both of which are +6, to keep her turn and keep looping her offense. After she conditions them not to mash, she can use her strong command throw to punish them for blocking and keep them guessing.
First, her basic pressure loop: 2A 5B 2B 5C 22B 5B/2B 5C 22B...
This is how your pressure will be structured for the most part. You will simply slot in different moves for different purposes, for example using 5A midscreen instead of 22B. Lets look individually at the moves that are most useful for pressure.
5A- One of your two main pressure resets, +6 on block and also a low. Very hard to contest without simply guessing what she will do after she's plus. The main downsides of this are the lack of range (it's minus when it whiffs) and that it can quickly rack up rebeat penalty, which will hurt your damage.
22B- Your other main pressure reset, which is ALSO +6 on block and ALSO a low. Best used in the corner, where it will not push you back at all, making it amazing for setting up command throws. You'll want to cancel higher blockstun normals into this, so that it leaves as small of a gap as possible. If the opponent shows they can deal with this, you'll want to mix up what normals you cancel into this. 5C will be your go-to for the best forward movement, but make sure to keep it varied.
5C- Most important normal for moving yourself forwards. Important to keep in mind is the difference between 5C(1) and 5C, as the two hits have different properties when cancelled. The first hit will move you forwards the most, but has poor frame advantage, while the second hit moves you forwards less but has better blockstun. What this means is 5C(1) is better for cancelling into 5A or 6C, while 5C is best for doing 22B. Of course, if you're willing to risk it, 5C(1) 22B will push you massively forwards while leaving a rather large gap.
5B/2B- Used for resetting after you are plus from 5A or 22B. Make sure to swap which move you use to catch people trying to shield.
624C- Command throw that nets a full combo on hit, used in place of 5B or 2B to catch the opponent blocking. Useful for making sure the opponent doesn't just block all day.
623B- Niche special that is +3 on block and nets a good corner combo on hit. Mostly used as a hard callout for opponents shielding 22B.
5A6AA- +3 on block, but pushes you out massively on the last hit. Best used for safely ending pressure while also throwing out one last frametrap.
Okizeme
...j.[C] j.A(w) fall j.214A
...j.[C] falling j.B 2C 22A 214A
Okizeme setups after her two most common enders. You're aiming to hit to make the pillar hit meaty, which will grant you really good frame advantage for starting your pressure. If you make sure to block while the pillar is going off, then you'll be safe from most reversals. If the pillar is going off screen, you can change the timing or do dj.8[C] as an ender to ensure proper spacing.
Defense
Being a H-Moon character, your defensive options are naturally quite limited, and her toolkit doesn't offer many other options. The one saving grace is that her abare options are quite good.
623C- Not a very good reversal. Metered, horribly punishable on block, and it doesn't even have throw invul so it'll lose to those. It's quite active at the very least, and your only true reversal, but the meter would better be spent on bunker.
214D- H-Moon trademark defensive option, and the main way you'll be getting out of pressure. Scores a hard knockdown when done out of blockstun, but costs 100 meter. This is what you'll mostly be saving your meter for, if not heat. Best used if you are in the corner, since you'll be able to steal it back from the opponent, and leave them in a poor situation.
Abare- Her main options for this include 2A, an average 4f 2A that can cancel into itself for mashing. Good for calling out smaller gaps in pressure. She also has 2B, which is a very fast and disjointed low poke with large recovery. Great for mashing out of pressure, but use with caution. Finally she has 5C, which is a frame 10 move that's good at longer ranges.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Note: These combos can be found in the combo tutorial linked at the bottom of this page in additional resources, alongside some others. For more advanced combos, visit the combo document also at the top.
Normal Combos
Additional Resources
H-Seifuku Match Video Database
H Seifuku Basic and Intermediate Combos by Whisk
H-Sei Guide by Dumb Seagull (WIP)
"H Seifuku Combo Doc/Notes" by Cheezy
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Whisk (Whisk#5389) |
North America | Netplay | Active | Main page editor. Found in Melty Blood Community Server and Melty Blood Main Server. | |
kurogato (kuroneko#5496) |
South America | Netplay | Active | Found in Reverse Beat Brasil. Solid player who is a black cat. |
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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This page was edited by Whisk#5389 on discord. Please message me there if you have any questions or concerns.