Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions
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'''Name:''' Akiha Tohno (遠野秋葉) | '''Name:''' Akiha Tohno (遠野秋葉) | ||
<br> | <br> | ||
'''Type:''' Human, Half-Demon | |||
<br> | <br> | ||
'''Gender:''' Female — '''Blood Type:''' A | '''Gender:''' Female — '''Blood Type:''' A | ||
<br> | <br> | ||
'''Birthday:''' Sept. 22 — '''Sizes:''' 73 / 57 / 79 — ''' | '''Birthday:''' Sept. 22 — '''Sizes:''' 73 / 57 / 79 — '''Health Value:''' 12965 — | ||
<br> | <br> | ||
''' | '''Backdash IFrames:''' 15 — '''Backdash Duration:''' 26 | ||
|frame|right]] | |frame|right]] | ||
Line 129: | Line 129: | ||
|description=Forward kick that hits mid. | |description=Forward kick that hits mid. | ||
*Tons of forward movement you can abuse for pressure; 5C will often push you most or all of the way back into 2A range. | *Tons of forward movement you can abuse for pressure; 5C will often push you most or all of the way back into 2A range. | ||
*Begins charging if held for more than 5f. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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*Solid jump-in. It's somewhat weak to 5A antiairs, but the hitbox is huge in exchange; it can even hit backwards on crouching opponents. | *Solid jump-in. It's somewhat weak to 5A antiairs, but the hitbox is huge in exchange; it can even hit backwards on crouching opponents. | ||
*It's sometimes hard to space it well air-to-air because of where the disjoint is; it's useful air-to-air, nonetheless. Just feel out what interactions you're winning and losing while keeping the hurtbox in mind. Then. if you're losing an interaction where you'd want to j.C, consider hitting j.A or blocking instead. | *It's sometimes hard to space it well air-to-air because of where the disjoint is; it's useful air-to-air, nonetheless. Just feel out what interactions you're winning and losing while keeping the hurtbox in mind. Then. if you're losing an interaction where you'd want to j.C, consider hitting j.A or blocking instead. | ||
*Begins charging if held for more than 5f. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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*TK B ribbon is sometimes useful for zoning. | *TK B ribbon is sometimes useful for zoning. | ||
*Can jump after it recovers. | *Can jump after it recovers. | ||
*Air EX ribbon | *Air EX ribbon possesses strike invul | ||
}} | }} | ||
}} | }} | ||
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|input=*j.214B > Jump, airdash > j.[C]A(w), j.214A, land TK j.214A > dj.[C] j.AAB, land j.B j.C > dj.[C] | |input=*j.214B > Jump, airdash > j.[C]A(w), j.214A, land TK j.214A > dj.[C] j.AAB, land j.B j.C > dj.[C] | ||
|simput= | |simput= | ||
|note=If you're a lot higher during your j.[C] you can now whiff j.A to get more soko | |note=If you're a lot higher during your j.[C] you can now whiff j.A to get more soko ne in your combos and get more damage and meter. This is the optimal route if the situation calls for it. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=Amber Amber<br>(Seifuku Kohaku#7530)]|| style="text-align:center;"| | |[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=Amber Amber<br>(Seifuku Kohaku#7530)]|| style="text-align:center;"| | ||
[[File:Sei Color02.png]] | [[File:Sei Color02.png]] | ||
| North America || Netplay || | | North America || Netplay || Inactive || Strong & Active Seifuku player in the main discord. Usually says "I'll play for a bit" and then plays you for 30 games. | ||
|- | |- | ||
|[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=Cadenza Cadenza]|| style="text-align:center;"| | |[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=Cadenza Cadenza]|| style="text-align:center;"| | ||
Line 1,732: | Line 1,734: | ||
|[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=sola sola]|| style="text-align:center;"| | |[https://mbaacc.melty.games/?p1moon=c&p1char=sei&p1name=sola sola]|| style="text-align:center;"| | ||
[[File:Sei Color14.png]] | [[File:Sei Color14.png]] | ||
| Japan || A-cho, KoreWaMelty || Inactive || | | Japan || A-cho, KoreWaMelty || Inactive || The most optimal seifuku player, if you want to know what the optimal combo is for any given situation watch Sola. Also has the most varied and layered set play out of the 3 notable jp players with creative and unconventional set ups. | ||
|} | |||
=== Players to ask in the community === | |||
''Opinions may differ between players and not all may agree on the same topic.'' | |||
{| class="wikitable" | |||
!width="95"|Name !! Discord username !! Languages !! Servers | |||
|- | |||
| Sho || black_magic_1983 || Polish, English, Dutch, and German || Meltycord and MBCS | |||
|} | |} | ||
Latest revision as of 15:32, 29 June 2024
Overview
Strengths |
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Weaknesses |
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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 Ne". 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. It's a move that minimizes any 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 j.214A/B and then 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 focused one 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 j.214A/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.
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
5B
5C
5C 5[C] 5C 5C 5[C] 5[C]
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C j.[C] j.C 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 Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
A/B A/B EX EX
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623X
214X
22X
A A B B EX EX ~22X/[X] ~22X/[X]
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63214C
Aerial Specials
j.236X
A/B A/B EX EX
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j.214X
j.22X
Piercing the Moon in the Water (Air) (EX: Piercing the Flowing Moon in the Water) j.22A/B/C (~j.22X/[X]) A A B B EX EX ~j.22X/[X] ~j.22X/[X]
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Arc Drive
Red Mistress - Locks of Hair 41236C during MAX/Heat Throw Throw Strike Strike
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Another Arc Drive
Red Mistress - Locks of Hair 41236C during Blood Heat Throw Throw Strike Strike
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Last Arc
Red Mistress Ubiquitous - Scarlet Maul
Grounded EX Shield during Blood Heat |
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General Gameplan
Her gameplan is very straight forward. She bides her time being defensive in neutral and poking with her special move j.214B 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 TK j.214X, when to do it and when to not use j.214 but j.236B as those two specials combined in your gameplan really makes fighting C-Sei a nightmare for a lot of characters.
Neutral
In neutral, you have plenty of tools at your disposal. Let's go over the important ones that C-seifuku will use a lot.
j.214A/B
Soko ne, 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 j.214B 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.
j.214A 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 which is important:
If you used up your two jumps then j.214X, you are in helpless state until you land.
Generally the logic behind using j.214B 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 j.214B is when the opponent is retreating via backdash or air backdash.
When using j.214B it's important to know when to TK it or not. TK j.214B 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 j.236B, a horizontal ribbon that is perfect to balance out using j.214B. Think of it like this in a lot of match ups where characters thrive off of playing the ground game, use j.214B, but there are characters with privileged air options, that's where your j.236B comes into play. It's essential that you learn the importance of j.236B that while it doesn't grant a combo like j.214X, 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 j.236B to use safely, you can also use rising j.A and overall use it whenever you scouting in the air other than using j.214B 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 rules of thumb to play by.
Pressure
For the basics, C-Seifuku's pressure isn't like your typical melty blood character in that you can utilize whiffs to enforce frame traps or throw off the offense pattern, however what you do have at your disposal is j.214A, 214A, 2A, 6B and 63214C when used properly is really really strong. Starting with this basic string here:
- 5A > 5B > 5C > 2C > 2A
2A is +1 and if you let it fully recover it frame traps into either 2B or 6B and you can loop it by doing (6B/2B > 5C > 2C > 2A)*N. This is just one of the basic formats that teaches you that 2A is really really valuable so don't start your pressure with 2A. When doing this basic string on a non EX guard scenario you may find that people will either mash normals after 2A into 6B/2B which is a counter hit and you get to do your combo, however there are people that will jump to make conversions harder there are two ways to deter this. People usually jump because they don't want to deal with 63214C, her command grab. Here's one idea you can do:
- 5A > 5B > 6B > 2A > 214A
214A is an easy check for catching jumpouts and you can convert by doing 6B after to go into the same air combo sequences listed in Normal combos. It's -1 and frametraps to counter hit mashing as well. you can continue pressure generally by hitting 6B on block since command normals have a buffer or you can jump j.214A if you think their mash is committed and faster than your 6B for continued pressure. Very important special in her arsenal to use along with the following two below.
Another idea if that if you know they are eager to jump you can do delay jump if you are doing 6B after your 2A fully recovers in your pressure. The idea is to delay jumping to visually confirm if they are airborne or on the ground. Not the easiest thing to do, but if you can do this it becomes just another opportunity to get damage when the opponent gets hasty to escape:
j.214A: This special is really good when you established the fear of catching jump outs and getting hit by frame traps and staggers. So say you do this as your blockstring:
- 5A > (slight delay) 5B > (slight delay) 2A
This is a chance to do TK j.214A. It's AUB and on block you are really plus that you can do the following (note: you want to dj airdash like dj IAD to make it tighter)
- j.214A > dj.66 > j.A, land 63214C
- j.214A > dj.66 > j.C, land 5A
- j.214A > dj.66 > j.[C]B > (slight delay) j.A (fuzzy overhead mix up)
- j.214A > dj > delay j.214A
- j.214A > dj, empty jump command grab
- j.214A > dj, j.C > j.214A
If you think the opponent is respectful of your pressure you can try to fit in command grab either with the last bullet point(just have to wait a bit) or after a 2A. It's important to note that her pressure pushes her out of command grab range easily by any B normal so practically you will command grab with having having them block j.214A or 2A or during okizeme which will be covered shortly. The idea in her pressure is to abuse her 2A being +1 and once that is established you can then use j214A for mix up opportunities. 63214C makes people try to fuzzy jump and 214A and 6B beats fuzzy jump.
While C-Sei's pressure is a bit strange from the cast and a bit linear in terms of variety it's important to stagger your B normals, it's also ok to stop at 5B since its -1 and has a long special/normal cancel window. Since people are looking for C-Sei go to into C normals you can sneak in a TK j.214A if you let it fully recover or you can go into 2A, let it fully recover and then continue with either 2B or 6B depending on what you think is fit for the course. Here's some blockstrings to look at and try out. Be sure to lab out some others as in melty its always good to do something new, you can also incorporate 5[C] if you think the opponent is really content with downback but do so sparingly since it can be blocked on reaction, shield on reaction or dodged. There is also 236C which makes you +9, very rarely is it used for pressure extensions since 5C moves her forward that it goes into 2A a majority of the time even against EX guard but it is an option. Other ways to add onto your pressure is not immediately igniting pit and activating it during your blockstrings for a meterless way and more efficient way to remain plus to do more pressure on the opponent, that will be covered more thoroughly in the okizeme portion.
- 5A > (delay) 5B > (delay) 5C, 2A, 6B > delay 5C > 2C > 2A
- 5A > 5B > (delay) 2A, 2C > (delay) 5C > 214A
- 5A > 5B, (TK j.214A into airdash options above)
- 5A > 5B > (slight delay) 2B, (slight delay) 6B, 5C > 2C > 2A, (TK j.214A or 66 63214C)
- 5A/2A, (delay) 63214C (have to be up close for this to work)
- 5A > (slight delay) 5B, 5C > 2A, 214A, 6B/2B or j.214A
- 5A/2A > 5B > 2A > 2C > (delay) 5C > 236C, 66 5A
It's very important to establish your command throw threat as listed in bolded because if you do then the opponent will have more incentive to mash or jump out which is where 6B will come into play as will 214A.
Okizeme
So after j.[C] ender j.22A/B/C is set you have quite a bit of options but the most common option that people immediately pick is to ignite it as a meaty. It's a safe way to do your oki since the opponent cannot do much except for either character specific tactics or a specific moon tactic (EX Shield jump, EX shield, double jump). Here are your options for oki. j.22A/B uncharged ignite is only one pillar while charged is two. Usually you want to have it charged.
j.22[A/B] charged ignite
- Empty sj, 5A
- 66 5[C] > 2C > 6C > 214A
- 66 5{C} > 2A > 2C > 6C > 214A
- sj delay j.66 > j.C
- sj.C > j.66 j.C
- sj.CB
- sj.[C]B > (slight delay) j.A (careful doing this on smaller characters and P.Ciel's hitboxes, do the above for more stable results)
- sj.C, 5A
- 66 empty jump 63214C.
These are the list of oki options you have at your disposal for j.22A/B. You can quickly inspect how your opponent not only deal with pit but also with these mixups listed. If they are good at blocking high/lows then mix in command grabs. If you delay the empty jump command grab with empty jump 5A it becomes harder for the opponent to fuzzy jump it nor can they mash out of it as easily.
j.22C
Ex pit when ignited non charged gives two pillar ticks while charged gives 3. In situations you want to recover health and keep pressure or do a 5[C] mix up you end a combo in j.22C then charge ignite it by doing j.22[A/B/C] then immediately input the command for Heat when you land and you can either 5[C] immediately or dash 5A into either command grab or staggers. There is one more mix up that you can do:
- sj, dj drift j.66 > j.C or land 5A or j.A > j.66 > j.C
If you know people get hit by pit on wake up you do this:
- sj, dj8 or sdj.[C]
- dj8 j.[C]: > j.A(w), j.214A, TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/C
- sdj j.[C]: OTG 214A, 6B > j.BC > dj.[C] > j.22A/C or j.214C (usually on small characters), j.BC > dj.[C] > j.22A/B/C
Now these are examples to use whenever you ignite pit, however you don't always have to ignite pit. You can use it to remain plus in blockstrings and enforce the threat of Command grab, 5A into command grab, or 5A into staggers. In order to keep the pit set and remain advantageous you can do the following after j.22X is set:
- j.22X(set) > j.66 > j.214A > AT(w)
- j.[C] > (slight delay) j.22X(set) > j.66 > j.[C]B > (slight delay) j.A
- j.[C] > (slight delay) j.22X(set) > j.66 > j.C(safejump), land 5A
- j.22X, j.214B, TK j.214B > dj.66 > j.A, land 63214C/5A
- j.22X, j.214B, 66 5A into 63214C or stagger
- j.22X, 5[C] > 2C > 6C (> corner combo route)
- j.22X, 5{C} > 2C > 6C (> corner combo route)
- j.22X, 66 5A into 63214C or stagger 5B
- j.22X, 66 j.214A (to beat mashing Heat or normals)
The benefit of not igniting pit immediately is that if you open up someone and have pit set up then you can use corner combo routes listed that use pit ignition in your combos. So not only does it throw off the opponent by not immediately igniting the pit but you get a reward for more damage for opening up people and using the pit ignition during your combo route.
Additional Notes
The following ignites pit, 22X and j.22X, Shield, and 63214C. The first two are straight forward to understand, the other two are a bit more specific.
Shield
Activates any of pits set. The reason you would use this is after a j.22A/B/C is set and you chose to not ignite, and the opponent successfully mashed out and air throw back into the corner with the pit underneath you. You can wake up crouch shield to ignite the pit and if the opponent pressed a button its a counter hit and also is your combo although its more likely for the combo to happen if you crouch shield A or B pit set since its a one tick while j.22C will be two tick.
Command Grab
When the opponent is directly under the pit and is command thrown, it ignites the pit and allows for a side switch combo to keep the corner. Refer to corner combos for that route. Unless the pit is directly below them, it will not ignite. J.22C will guarantee ignition of the pit on the entire cast, except for the cats. Pits will never ignite when you command throw them, regardless of whether or not you spent meter. J.22A/B works on the cast if they are directly in the corner except for Hime, NAC, Neco-Arc, Nero, Ryougi, and Wara. For Hime, Nero, Ryougi, and Wara, you need to use j.22C. J.22C is generally preferred, which will be explained in the next section.
Pit Ignition Notes
Pit ignition other than granting stable, safe oki also has additional benefits. One of them covered earlier is that you get more damage meterlessly tacked on to your combo with the correct routing. The second most important thing is that she gains meter for having you block the pit ignition whether its EX, or A/B set. This means C-Sei is never really starved for meter since she gains it from making you block pit ignition among other things. That's why most of the time if you are at 200% and you spent 100% for EX pit, chances are you will end up at 200% again. There's very few reasons why you would go for j.22A/B unless you wanted the optimal combo involving it. Other times you are forced to do j.22A/B because you used heat to escape pressure. Otherwise feel free to use j.22C whenever you can, especially if you're in MAX.
With that in mind, experiment with the knowledge here and apply your own logic!
Defense
Defense wise like many melty characters you're better off blocking, EX guarding and jumping but let's list the following options you have:
- Dodge
- Heat
- EX Shield
- Backdash
- 623C
- Mashing
Going from bottom to top, mashing can be done if enough space is allowed, beware that her 2A is active on the 6th frame and is not repeatable. This basically means you're more prone to getting IAD reset because you have to chain into a B normal instead of other characters being able to 2AA before going into a B normal where they can do this and recover in time from an IAD reset, C-Sei cannot.
623C is a common option among C-Sei players that just started melty and want out, but the reason why 623C isn't particularly good is that it loses to throws since it's strike invuln and post flash it's so slow that it allows all of the cast to meaty 2A and then 5[D] on reaction. On block it's punishable and after shielding it's punishable.
Backdash is fairly decent midscreen but can be OS'd while backdashing in the corner is very specific to the situation.
Ex shield does give the most reward and can be good to use if someone is predictably doing 2A meaties or likes doing safejumps as C-Moon characters ruin safejumps that characters have, but don't get used to it too often.
Heat is a very good defensive maneuver, but is highly expensive. While C-Sei can operate without meter it never hurts to have some so you can end combos in j.22C whenever possible.
Dodge is very specific but generally used to dodge B or C normals. Block and jumping when the opportunity arises is really strong. If they are looking to Air throw you cause you're jumping, you can stay on the ground and dash out or rising j.A to CH them if need be. As long as you EX guard and jump accordingly you will be fine as C-Sei since she doesn't have any particularly good reversals except for Heat.
Combos
If you need video examples, Please refer to this video: C-seifuku essential 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.
|
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:
|
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. |
Starters
Enders
OTG Pickups
Normal Combos
In parenthesis for the dj. you dj(8) whenever you're at the corner when you do dj.[C] for more consistency, sometimes the j.214A won't hit as consistently for the rest of the combo to work.
Corner Combos
Some require pit already set.
Additional Resources
C-Seifuku Match Video Database
Older C-seifuku guide
C-seifuku essential Combos
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Amber (Seifuku Kohaku#7530) |
North America | Netplay | Inactive | Strong & Active Seifuku player in the main discord. Usually says "I'll play for a bit" and then plays you for 30 games. | |
Cadenza | North America | Netplay | Inactive | AKA Index or Cat. | |
kou (コウ) |
Japan | A-cho, KoreWaMelty | Inactive | ||
niiya (にいや) |
Japan | Play Spot BIG ONE 2nd | Inactive | ||
sola | Japan | A-cho, KoreWaMelty | Inactive | The most optimal seifuku player, if you want to know what the optimal combo is for any given situation watch Sola. Also has the most varied and layered set play out of the 3 notable jp players with creative and unconventional set ups. |
Players to ask in the community
Opinions may differ between players and not all may agree on the same topic.
Name | Discord username | Languages | Servers |
---|---|---|---|
Sho | black_magic_1983 | Polish, English, Dutch, and German | Meltycord and MBCS |
Character Page Progress
This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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