Melty Blood/MBAACC/Akiha Vermilion/Crescent Moon: Difference between revisions
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[[File:VAkiha Color10.png]] | [[File:VAkiha Color10.png]] | ||
| Japan || A-cho || Inactive || | | Japan || A-cho || Inactive || | ||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=vakiha&p1name=usagi+%28%E3%81%86%E3%81%95%E3%81%8E%29 Usagi<br>(うさぎ)]|| style="text-align:center;"| | |||
[[File:Vakiha-color33.png]] | |||
| Japan || A-cho || Inactive || Good fundamentals and understands the character very well, doesn't abuse ribbons unless in specific matchups and setups, more patient playstyle at least in terms of C.VAkiha. Showcases how melty fundies make the character shine. | |||
|} | |} | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
[[File:Vakihaface.png]] '''C | [[File:Vakihaface.png]] ''''' C.VAkiha is a frail yet strong setplay and neutral focused character with reliable pressure options to overwhelm the opponent. | ||
|pros= | |pros= | ||
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== General Gameplan == | == General Gameplan == | ||
C.VAkiha is an extremely fast character with a unique gameplan that excels at neutral and pressure. Top class movement with two airdashes and j.236a, solid mid range options with j.236b and 214[a/b], solid anti airs and respectable air and ground buttons means many characters can struggle to get a hit in. She can spend meter to convert into long knockdown with j.22c pit which drains red health and meter over time while providing massive plus frames on detonation. j.236a also gives massive plus frames leading into her long and safe pressure. However, extremely low health and very low damage combined with a gameplan that lends itself to long games and timeouts leaves C.VAkiha very vulnerable to momentum shifts especially vs high damage characters and characters with good meter gain. Overall, C. | C.VAkiha is an extremely fast character with a unique gameplan that excels at neutral and pressure. Top class movement with two airdashes and j.236a, solid mid range options with j.236b and 214[a/b], solid anti airs and respectable air and ground buttons means many characters can struggle to get a hit in. She can spend meter to convert into long knockdown with j.22c pit which drains red health and meter over time while providing massive plus frames on detonation. j.236a also gives massive plus frames leading into her long and safe pressure. However, extremely low health and very low damage combined with a gameplan that lends itself to long games and timeouts leaves C.VAkiha very vulnerable to momentum shifts especially vs high damage characters and characters with good meter gain. Overall, C.VAkiha is a respectable mid tier whose set of tools makes her capable of winning vs any character while rewarding strong melty blood fundamentals. | ||
=== Neutral === | === Neutral === | ||
C. | C.VAkiha can play the keepaway/stall game thanks to her 2 airdashes, ribbons and occasional pits that stop momentum or carry it and allow for more air options afterwards. Being the frail character that she is, this unmatched air mobility is a surefire way of playing neutral, thankfully she can switch up her air options to get close to the opponent when they least expect it. Either through an airdash after A/B ribbon or a ground dash into 5C/4C that greatly move her forward or 2C to catch jumpouts, conditioning and cornering the opponent abusing her stalling moves is the best way to create an opportunity for offense. Her airdash is important due to the good speed and distance it covers, having a second airdash makes her close distance easily, and if done correctly a double airdash will make her move 3/4 of the screen. She can feint approaches by cancelling airdash into her air backdash or any jump. Her superjump and double superjump are other tools that can cover the entire screen, forward superjump > j.29 > forward airdash will go corner to corner while still saving the second airdash. The ground dash is also a useful neutral tool, even though it can't be held it still covers a generous distance. While it isn't a frame 1 dashblock like her counterpart Akiha, she can still hold [1] during her ground dash to be on the safe side approaching the opponent. | ||
Movement alone is not the reason why C. | Movement alone is not the reason why C.VAkiha can become almost uncontested in air movement and stalling, since she has her j.236 (referred to as ribbons/flame tongues) series. These assist all her previous movement options, it is one of the most versatile moves C.VAkiha has and it shows. Both A and B versions have their own benefits and properties, and even her 22 and 214 specials can be used in more specific neutral situations that assist her gameplan, but generally not as recommended since they can be risky. Her A ribbon has good horizontal reach, being able to poke out occasional air-to-air encounters, as well as creating lingering hitboxes the opponent cannot approach recklessly, an interesting property is that it will carry VAkiha's momentum. Using this move, she can fly across the stage and make movement unpredictable. B ribbon has good downard vertical reach, which makes it a good option for situations in which Vakiha is above the opponent but not when they are directly below her as it has a fair bit of recovery. Its interesting property is that it will stop Vakiha's momentum, which adds more options to her aerial movement. Both A/B ribbons can be jumped afterwards as well as forward airdashed, it cannot be air backdashed however. These specials determine the way V.Akiha would play, and it will define matches. Typically you want to save at least a jump or airdash after an air ribbon, as you become a sitting duck if you just do it by itself. | ||
C.VAkiha can zone the opponent out into frustration, ribbons make this goal achievable as they assist her air mobility while being a threat if blocked or hit, as she can use an airdash to get the jump on them. Her other air normals, jB and jC allow for her to control the air and the ground, jB complements her air dominance with its angled upward hitbox, even doing it as a rising button can help score counterhits or jumpout attempts. Her jC has also crossup properties, it can catch opponents trying to dash under if they expect a ribbon. Of mention is also her jA, while not exactly a stellar or standout move, its diagonal angle at which it hits give this move useability as a rising jumping button or a jumpin . Being the only reverse beatable air normal that hits at a decent downward angle unlike her jC, it can set up IAD mixups and has other uses in combination with jB. For example IAD jA > jB. The main goal you have is to never run out of options in the air, as she can pay dearly with her life, literally. | |||
=== Pressure === | === Pressure === | ||
Once she gets close, C.VAkiha has enough tools to keep herself in and abuse her plus on frame specials, especially once she has set up the | Once she gets close, C.VAkiha has enough tools to keep herself in and abuse her plus on frame specials, especially once she has set up the EX pit (22C) detonation, a go-to pressure/oki tool that is insanely plus on block, and her 236C is abusable to keep herself from ending pressure without having to rely on an EX pit detonation. Before all that however, you have to get a hit out of the opponent. Out of all the normals perhaps her most important is her 2A, with good speed, being a low, generous hitbox and frame advantage, her 2A does everything it should do, use this to start pressure almost always with a dash since it will carry her momentum. Her 5A not hitting most of the cast when crouching makes it her go-to rebeat and whiff cancelling button, either making herself safe at the end of a string or whiff cancelling it into another move. Incredibly useful when combined with C normals. | ||
5B, 4C and 5C are also really | 5B, 4C and 5C are also really oppressive. 5B in particular is fantastic due to it having really good frame data: fast at 7 frames and only -1 at worst on block. It has a large cancel window and will move her slightly forward. With the right spacing its advantage on block will increase, let the move fully recover to abuse the frame advantage or late cancel to catch jump-happy opponents and abare. It is adviced to use after moves that push her out from the opponent such as 5C, 4C(Both hits) or 2C, spacing your 5B should be an integral part of your pressure. Slightly holding 5B might trick the opponents that you're charging it, in those cases you can trip them right after with 2C/4C/5C. If you think the opponent will respect it, you can let the charged 5B rock and take the frame advantage, but its really slow startup doesn't make it as useful. While gimmicky, it has its benefits. | ||
5C moves C.VAkiha forward by a lot, and also has a generous cancel window | 5C moves C.VAkiha forward by a lot, and also has a generous cancel window. This move is commonly seen in her pressure since it catches mashing as well as jumpouts and leads to good reward on hit. 4C comes with a lot of versatility, being a two-hitting move it opens the door for first hit cancels such as 4C(1 hit) > 2A > 5B. This move is large, and moves C.VAkiha forward, it is useful due to its cancel window, and 5Cs partner in crime, with both of them being used right after the other 2A > 5C > 4C. 2C is an important mention, it is the usual sweep, and the furthest low C.VAkiha has and therefore used at the end of pressure. On another note, cancelling 5A (whiff) after these C normals will give great reward and let her recover quicker than she normally would. Giving her the ability to end pressure at +3 after any grounded C normal. Using an occasional IAD to keep the opponent on their toes will give further advantage especially with j.C. If they are standing however, using IAD j.A is a better option since it can be airdash cancelled again for a second high on hit. | ||
Her specials also give her really useful options to help establish her pressure even further, her tk j.236A is fantastic since it is very plus on block and | Her specials also give her really useful options to help establish her pressure even further, her tk j.236A is fantastic since it is very plus on block and safe to use, it can bait reversals and heats. 2368 and 2367 A give more safety in pressure, while 2369A can be used as a way to catch backdashes or be even closer to an opponent when pressuring. Use this when you have conditioned your opponent to respect the late cancels or when there is enough safety for it be used since it can't be cancelled into. Both her 214A/B uncharged series is usually a pressure ender, a way to build distance with the opponent or poke them from afar. However, the charged versions of this move make for a very rewarding pressure reset, its use is more limited due to the slow startup, but its safety in range makes it useful. Use this once the opponent is scared to press a button or dash in, for immense reward. | ||
Here are some pressure examples: | Here are some pressure examples: | ||
NOTE : "Opt." means optional tk 236A/214[B]/dash/IAD | |||
<u>'''5B staggers'''</u> | |||
Some basic 5B staggers along with baits, these should be the groundwork players should follow. | |||
* 2A > 5B, 2A > 5B (Basic blockstring that resets into itself, the second 2A > 5B will connect if you are close enough to your opponent.) | |||
* 2A > 5B > 5B (Will not push out as much as the previous blockstring at the expense of having a larger gap between the first and second 5B.) | |||
* 2A > 5B > 5A(w), tk 236A (Use this when you are certain 5A will whiff as it gives more advantage on block and gives time to set up the tk ribbon. Conditioning them to stay crouchblocking.) | |||
* 2A > 5B > 5A(w) > 5C/4C > 2C (The trip sequence, if the opponent expects to end with a 5A(w) and to challenge, this will catch them mashing, backdashing or jumping out.) | |||
* 2A, throw (Basic tick throw, keep the opponent on their toes. Even though your throw damage is not that strong, it gives health and a tk ribbon setup.) | |||
* 2A > 5B walk forward 2A/throw (A slight walk forward that goes either into a throw or a 2A, once they have been conditioned to respect 5B start running this as it can reset pressure at little risk.) | |||
<u>'''C normals into 5A(w) rebeats and pressure resets'''</u> | |||
* 2A > 5B > 5C > 4C > 5A(w) > 2C > (214[B] optional) (A 5A(w) cancel that ends into 2c in case they challenge and the optional 214[B] in case they block it to reset from a safe distance.) | |||
* 2A > 5B > 5C > 4C > 5A(w), Opt. (The bread and butter ender, will give advantage on block, enough to do either of the optional followups, each has their own advantages.) | |||
* 2A > slight delay 5C > 5B > 4C > 5A(w) > Opt. (A frametrap between the 2A and the delay 5C, a lot of reward if it hits, autopilot this and you can react whether 5C hits or not, same as above on the ender.) | |||
* 4C(1st hit) > 2A > 5B > 5C > 5A(w) > Opt. (4C starter you use when you want to be closer to the opponent.) | |||
<u>'''IAD mixups and metered pressure reset'''</u> | |||
* 2A > delay 2AAA, IAD jC > (j236A optional) | |||
* 2A > delay 2AAA, IAD jA airdash jC | |||
* 2A > delay 2AAA, IAD jA land 2A | |||
* 2A > delay 2AAA, IAD jAB jc jA airdash jC | |||
* (any previous blockstring) > 236A (3 hits) > 236C (''NOTE: 236A must connect all 3 hits before 236C for it to be a true blockstring, otherwise there is a gap. You have to be very close to the opponent when you do this.'') | |||
In summary, her pressure can always lead up to 5B staggers and 5C/4C delay windows to condition the opponent to not mash recklessly. She can rebuy pressure with a tk j236A or 214[B] if the opponent respects the 5A(w) enders, in any other case she is plus. Some of her best sequences use 5B/5a(w) as they lead up to strong mindgames, abusing her late cancellable buttons will define the way she establishes pressure. Switching up your options and not being predictable should be the main goal, experiment with cancels and staggers to see what could work in a given situation. | |||
=== Okizeme === | |||
<u> j.C </u><br> | <u> j.C </u><br> | ||
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=== Defense === | === Defense === | ||
C.VAkiha may have a really hard time dealing with pressure, as any hit could wipe her healthbar clean, but unlike the other VAkihas she has coveted Crescent moon mechanics. EX shield, EX guard and Heat are great answers, an EX shield into a 5A will punish most IAD's and jumpins, thanks to 5A hitting at a high angle. EX guarding predictable pressure will give opportunities to jump out and fly away from danger. Her Heat is both great and dangerous to use, as the hitbox and startup is standard, but being the resource and meter-hungry character that she is, she risks losing all her meter which defines her oki and pressure, use wisely. | |||
Outside of crescent moon mechanics, C.VAkiha does not have much at her disposal but she still has respectable enough reversals and ways of challenging. Despite both her 5A and 2A being a 5 frame normal, which doesnt make it ideal for mashing, the range and space that they cover can still be useful for opponents that feel comfortable at ranges other characters could not challenge. An occasional 2A being buffered into a 4C will give good reward if it hits at certain ranges, for example when the opponent is redashing. As for her specials, she has her 623 series, 623A is a great antiair and rarely a reversal since it does not have reliable invincibility. It has an air unblockable hitbox on its first hit, good after an EX shield against an aerial move. Her 623B is extremely gimmicky on defense, it has invincibility on her lower body, meaning it technically is useable against low-hitting moves. It should not be relied on too much as it is very risky and not even a real reversal, do not mash this, you will likely use this only once in forever. Punishable on block and loses to most meaty setups. And her 623C, her true, fully invulerable reversal that leads to a small combo into good knockdown on hit. Use this this as your reversal, of course unsafe on block so use when you're sure it will hit. | |||
== Combos == | == Combos == | ||
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=== Enders === | === Enders === | ||
=== | |||
=== Normal Combos === | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
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|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= 3496 | ||
|metergen= | |metergen= 76% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=*2Ax2 > 5C > 4C > 2C > delay 5BB > j8 > delay j.(A)AB > dj.(A)BC | ||
|simput= | |simput= | ||
|note= | |note=Basic j.C knockdown combo. You can do 2A up to four times at point blank. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= | ||
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|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input= *2AAA > 5C > 4C > 2C > 5BB > sj8.AA > adc.jB > djAC | ||
|simput= | |simput= | ||
|note= | |note= Similar to above but has some corner carry | ||
}} | }} | ||
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|simput= | |simput= | ||
|note= Your main conversion with meter in midscreen. This route is used for corner carry. It allows you to convert straight into loops, which can result in stronger oki. Damage calculated with initial string being 2Ax3 5C 4C ..., final 623b included | |note= Your main conversion with meter in midscreen. This route is used for corner carry. It allows you to convert straight into loops, which can result in stronger oki. Damage calculated with initial string being 2Ax3 5C 4C ..., final 623b included | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition= Air Counterhit | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= *Air CH > 5B > 4C > 2C > 5BB > sj8.AA > adc.jB > djAC | |||
|simput= | |||
|note= | |||
}} | }} | ||
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|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > 5B > 2C | |input=*2A > 5B > 5C > 2C > 4C > Momiji Loop | ||
|simput= | |simput= | ||
|note=Carries more than the previous combo. Goes into Momiji Loop if done from around the middle of the stage or less. If done on crouchers (because 5B trips crouchers) 5C needs a tiny delay. | |note=Carries more than the previous combo. Goes into Momiji Loop if done from around the middle of the stage or less. If done on crouchers (because 5B trips crouchers) 5C needs a tiny delay. | ||
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|simput= | |simput= | ||
|note= Similar as above, except you sacrifice damage to get 2C oki. You can then set up EX pit. Damage calculated with initial string being 2Ax3 5C 4C ... | |note= Similar as above, except you sacrifice damage to get 2C oki. You can then set up EX pit. Damage calculated with initial string being 2Ax3 5C 4C ... | ||
}} | |||
}} | |||
=== OTG Pick ups === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2A*5 > 5B > 4C > 2B(2) > 5A > 2A > tk8.236A | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 100% Meter | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*2A*5 > 5B > 4C > 2B(2) > 5A > 2A > 2B > 236C | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, 200% Meter | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*623C > 22C | |||
|simput= | |||
|note= Uses mondo meter | |||
}} | }} | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description= The backbone of C-VAki pressure | |description= The backbone of C-VAki pressure. Moves you forward slightly and has a huge cancel window, in addition to being -1 on block; this allows for extremely ambiguous staggers and pressure resets. Since this move moves you forward while the hitbox is out, it can become neutral or plus on block if you're spaced right and it hits in the later frames. Be sure to tap the button for at most 3 frames when you use it, or you risk getting a longer startup from partially charging the move. Also note that it trips crouchers on hit. This can happen accidentally if you go for higher damage starters like 5b. In that case, you can either follow it 623b for a short finish/combo in the corner or continue with 4c jc --> air combo midscreen | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|invuln= | |invuln= | ||
|description=Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, since it's harder to whiff punish than 4c, although it knocks them away and wallslams them on air hit. This moves also sees use as a tech punish. | |description=Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, since it's harder to whiff punish than 4c, although it knocks them away and wallslams them on air hit. The wallslam leads to left/right mixups in the corner. This moves also sees use as a tech punish. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=Low-hitting swipe. Good pressure and combo starter thanks to being self-cancellable and only -1 on block. Inferior to 5a as a rebeat tool. | |description=Low-hitting swipe. Good pressure and combo starter thanks to being self-cancellable and only -1 on block. Inferior to 5a as a rebeat tool but still relatively useful. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Downward mid-hitting kick. Passable j.a, as the boxes themselves aren't great, but it works for the purposes of a quick air poke and combo filler | |description=Downward mid-hitting kick. Passable j.a, as the boxes themselves aren't great, but it works for the purposes of a quick air poke and combo filler. Has its uses after an IAD due to it being the only downward-hitting dash cancellable air normal she has, setting up double overheads. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff on most crouchers after an IAD | |description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff on most crouchers after an IAD so not generally advised. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-MB-Simple | {{AttackData-MB-Simple | ||
|description=Crescent's pit series. Summons a burning field on the ground, which will drain the opponent's health meter at intervals, as long they are not in hitstun. Lasts for a very long time (1440 frames/24 seconds), and drains | |description=Crescent's pit series. Summons a burning field on the ground, which will drain the opponent's health meter at intervals, as long they are not in hitstun. Lasts for a very long time (1440 frames/24 seconds), and drains 70 health and 2.56% meter every 43 frames. Pits need to be ignited by repeating the 22X input, resulting in a multi-hit, advantagous explosion. The pit goes away if V. Akiha gets hit. | ||
You'll usually see the air versions of the pits being used as you can recover in mid-air and continue moving, but the pits themselves have the same properties. | You'll usually see the air versions of the pits being used as you can recover in mid-air and continue moving, but the pits themselves have the same properties. | ||
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|reddamage= | |reddamage= | ||
|proration= | |proration= | ||
|circuit={{Tooltip | text=~1.28%*32 (40.9%)| hovertext=Drains | |circuit={{Tooltip | text=~1.28%*32 (40.9%)| hovertext=Drains 2.56%*32 (82.0%) meter from the opponent.}} | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
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|reddamage= | |reddamage= | ||
|proration= | |proration= | ||
|circuit={{Tooltip | text=~1.28%*32 (40.9%)| hovertext=Drains | |circuit={{Tooltip | text=~1.28%*32 (40.9%)| hovertext=Drains 2.56%*32 (82.0%) meter from the opponent.}} | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
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|reddamage= | |reddamage= | ||
|proration= | |proration= | ||
|circuit=-100.0%<br>{{Tooltip | text=~1.28%*64 (83.2%)| hovertext=Drains | |circuit=-100.0%<br>{{Tooltip | text=~1.28%*64 (83.2%)| hovertext=Drains 2.56%*64 (166.4%) meter from the opponent.}} | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
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|frameAdv=34 | |frameAdv=34 | ||
|invuln= | |invuln= | ||
|description= The win-condition. Summons a much larger pit under the opponent which will drain health and meter at an alarmingly faster rate (every 20 frames!); around 900hp, 19.2% gained and 36.9% stolen after 5 seconds, for perspective . Has a bigger hitbox on ignition, and significantly more advantage on block. | |description= The win-condition. Summons a much larger pit under the opponent which will drain health and meter at an alarmingly faster rate (every 20 frames!); with 70 health and 2.56% meter drained each tick. That's around 900hp, 19.2% gained and 36.9% stolen after 5 seconds, for perspective. Has a bigger hitbox on ignition, and significantly more advantage on block. | ||
The idea is to set this up during oki, then go for pressure with this quickly draining the opponent's health and freezing their meter gain in the background. You want to keep this for as long as you can, but once your pressure ends and you don't have meter for 236c, you can detonate this to get a last chance to open the opponent up. This works the best in the corner where escaping the area of the pit is much harder, | The idea is to set this up during oki, then go for pressure with this quickly draining the opponent's health and freezing their meter gain in the background. You want to keep this for as long as you can, but once your pressure ends and you don't have meter for 236c, you can detonate this to get a last chance to open the opponent up. This works the best in the corner where escaping the area of the pit is much harder, | ||
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|frameAdv=38 | |frameAdv=38 | ||
|invuln= | |invuln= | ||
|description=Data on the aerial version of C-VAkiha's pit series. Those let you recover in mid-air, and do | |description=Data on the aerial version of C-VAkiha's pit series. Those let you recover in mid-air, and do so signficantly faster then on the ground, although they have the same startup. In C-vakiha's optimal okizeme setups, you'll jump cancel into air ex pit, then use the remaining window for an autotimed meaty air ribbon. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-40 | |frameAdv=-40 | ||
|invuln=Full 1-41 | |invuln=Full 1-41 | ||
|description=V.Akiha fires an eye laser reaching around 3/4th of the screen. Fully invincible for a while, very long recovery. | |description=V.Akiha fires an eye laser reaching around 3/4th of the screen. Fully invincible for a while, very long recovery. Not very useful as an Arc Drive unfortunately outside of maybe punishing at long ranges, has meh damage in combos. | ||
}} | }} | ||
}} | }} | ||
=== Another Arc Drive === | === Another Arc Drive === |
Latest revision as of 03:41, 21 November 2023
Character Page Progress
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In Progress | To-do |
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Additional Resources
C-V. Akiha Match Video Database
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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Karukea (カルケア) |
Japan | A-cho, KorewaMelty | Inactive | ||
Shizuoka (しずおか) |
Japan | A-cho | Inactive | ||
Usagi (うさぎ) |
Japan | A-cho | Inactive | Good fundamentals and understands the character very well, doesn't abuse ribbons unless in specific matchups and setups, more patient playstyle at least in terms of C.VAkiha. Showcases how melty fundies make the character shine. |
Overview
General Gameplan
C.VAkiha is an extremely fast character with a unique gameplan that excels at neutral and pressure. Top class movement with two airdashes and j.236a, solid mid range options with j.236b and 214[a/b], solid anti airs and respectable air and ground buttons means many characters can struggle to get a hit in. She can spend meter to convert into long knockdown with j.22c pit which drains red health and meter over time while providing massive plus frames on detonation. j.236a also gives massive plus frames leading into her long and safe pressure. However, extremely low health and very low damage combined with a gameplan that lends itself to long games and timeouts leaves C.VAkiha very vulnerable to momentum shifts especially vs high damage characters and characters with good meter gain. Overall, C.VAkiha is a respectable mid tier whose set of tools makes her capable of winning vs any character while rewarding strong melty blood fundamentals.
Neutral
C.VAkiha can play the keepaway/stall game thanks to her 2 airdashes, ribbons and occasional pits that stop momentum or carry it and allow for more air options afterwards. Being the frail character that she is, this unmatched air mobility is a surefire way of playing neutral, thankfully she can switch up her air options to get close to the opponent when they least expect it. Either through an airdash after A/B ribbon or a ground dash into 5C/4C that greatly move her forward or 2C to catch jumpouts, conditioning and cornering the opponent abusing her stalling moves is the best way to create an opportunity for offense. Her airdash is important due to the good speed and distance it covers, having a second airdash makes her close distance easily, and if done correctly a double airdash will make her move 3/4 of the screen. She can feint approaches by cancelling airdash into her air backdash or any jump. Her superjump and double superjump are other tools that can cover the entire screen, forward superjump > j.29 > forward airdash will go corner to corner while still saving the second airdash. The ground dash is also a useful neutral tool, even though it can't be held it still covers a generous distance. While it isn't a frame 1 dashblock like her counterpart Akiha, she can still hold [1] during her ground dash to be on the safe side approaching the opponent.
Movement alone is not the reason why C.VAkiha can become almost uncontested in air movement and stalling, since she has her j.236 (referred to as ribbons/flame tongues) series. These assist all her previous movement options, it is one of the most versatile moves C.VAkiha has and it shows. Both A and B versions have their own benefits and properties, and even her 22 and 214 specials can be used in more specific neutral situations that assist her gameplan, but generally not as recommended since they can be risky. Her A ribbon has good horizontal reach, being able to poke out occasional air-to-air encounters, as well as creating lingering hitboxes the opponent cannot approach recklessly, an interesting property is that it will carry VAkiha's momentum. Using this move, she can fly across the stage and make movement unpredictable. B ribbon has good downard vertical reach, which makes it a good option for situations in which Vakiha is above the opponent but not when they are directly below her as it has a fair bit of recovery. Its interesting property is that it will stop Vakiha's momentum, which adds more options to her aerial movement. Both A/B ribbons can be jumped afterwards as well as forward airdashed, it cannot be air backdashed however. These specials determine the way V.Akiha would play, and it will define matches. Typically you want to save at least a jump or airdash after an air ribbon, as you become a sitting duck if you just do it by itself.
C.VAkiha can zone the opponent out into frustration, ribbons make this goal achievable as they assist her air mobility while being a threat if blocked or hit, as she can use an airdash to get the jump on them. Her other air normals, jB and jC allow for her to control the air and the ground, jB complements her air dominance with its angled upward hitbox, even doing it as a rising button can help score counterhits or jumpout attempts. Her jC has also crossup properties, it can catch opponents trying to dash under if they expect a ribbon. Of mention is also her jA, while not exactly a stellar or standout move, its diagonal angle at which it hits give this move useability as a rising jumping button or a jumpin . Being the only reverse beatable air normal that hits at a decent downward angle unlike her jC, it can set up IAD mixups and has other uses in combination with jB. For example IAD jA > jB. The main goal you have is to never run out of options in the air, as she can pay dearly with her life, literally.
Pressure
Once she gets close, C.VAkiha has enough tools to keep herself in and abuse her plus on frame specials, especially once she has set up the EX pit (22C) detonation, a go-to pressure/oki tool that is insanely plus on block, and her 236C is abusable to keep herself from ending pressure without having to rely on an EX pit detonation. Before all that however, you have to get a hit out of the opponent. Out of all the normals perhaps her most important is her 2A, with good speed, being a low, generous hitbox and frame advantage, her 2A does everything it should do, use this to start pressure almost always with a dash since it will carry her momentum. Her 5A not hitting most of the cast when crouching makes it her go-to rebeat and whiff cancelling button, either making herself safe at the end of a string or whiff cancelling it into another move. Incredibly useful when combined with C normals.
5B, 4C and 5C are also really oppressive. 5B in particular is fantastic due to it having really good frame data: fast at 7 frames and only -1 at worst on block. It has a large cancel window and will move her slightly forward. With the right spacing its advantage on block will increase, let the move fully recover to abuse the frame advantage or late cancel to catch jump-happy opponents and abare. It is adviced to use after moves that push her out from the opponent such as 5C, 4C(Both hits) or 2C, spacing your 5B should be an integral part of your pressure. Slightly holding 5B might trick the opponents that you're charging it, in those cases you can trip them right after with 2C/4C/5C. If you think the opponent will respect it, you can let the charged 5B rock and take the frame advantage, but its really slow startup doesn't make it as useful. While gimmicky, it has its benefits.
5C moves C.VAkiha forward by a lot, and also has a generous cancel window. This move is commonly seen in her pressure since it catches mashing as well as jumpouts and leads to good reward on hit. 4C comes with a lot of versatility, being a two-hitting move it opens the door for first hit cancels such as 4C(1 hit) > 2A > 5B. This move is large, and moves C.VAkiha forward, it is useful due to its cancel window, and 5Cs partner in crime, with both of them being used right after the other 2A > 5C > 4C. 2C is an important mention, it is the usual sweep, and the furthest low C.VAkiha has and therefore used at the end of pressure. On another note, cancelling 5A (whiff) after these C normals will give great reward and let her recover quicker than she normally would. Giving her the ability to end pressure at +3 after any grounded C normal. Using an occasional IAD to keep the opponent on their toes will give further advantage especially with j.C. If they are standing however, using IAD j.A is a better option since it can be airdash cancelled again for a second high on hit.
Her specials also give her really useful options to help establish her pressure even further, her tk j.236A is fantastic since it is very plus on block and safe to use, it can bait reversals and heats. 2368 and 2367 A give more safety in pressure, while 2369A can be used as a way to catch backdashes or be even closer to an opponent when pressuring. Use this when you have conditioned your opponent to respect the late cancels or when there is enough safety for it be used since it can't be cancelled into. Both her 214A/B uncharged series is usually a pressure ender, a way to build distance with the opponent or poke them from afar. However, the charged versions of this move make for a very rewarding pressure reset, its use is more limited due to the slow startup, but its safety in range makes it useful. Use this once the opponent is scared to press a button or dash in, for immense reward.
Here are some pressure examples:
NOTE : "Opt." means optional tk 236A/214[B]/dash/IAD
5B staggers Some basic 5B staggers along with baits, these should be the groundwork players should follow.
- 2A > 5B, 2A > 5B (Basic blockstring that resets into itself, the second 2A > 5B will connect if you are close enough to your opponent.)
- 2A > 5B > 5B (Will not push out as much as the previous blockstring at the expense of having a larger gap between the first and second 5B.)
- 2A > 5B > 5A(w), tk 236A (Use this when you are certain 5A will whiff as it gives more advantage on block and gives time to set up the tk ribbon. Conditioning them to stay crouchblocking.)
- 2A > 5B > 5A(w) > 5C/4C > 2C (The trip sequence, if the opponent expects to end with a 5A(w) and to challenge, this will catch them mashing, backdashing or jumping out.)
- 2A, throw (Basic tick throw, keep the opponent on their toes. Even though your throw damage is not that strong, it gives health and a tk ribbon setup.)
- 2A > 5B walk forward 2A/throw (A slight walk forward that goes either into a throw or a 2A, once they have been conditioned to respect 5B start running this as it can reset pressure at little risk.)
C normals into 5A(w) rebeats and pressure resets
- 2A > 5B > 5C > 4C > 5A(w) > 2C > (214[B] optional) (A 5A(w) cancel that ends into 2c in case they challenge and the optional 214[B] in case they block it to reset from a safe distance.)
- 2A > 5B > 5C > 4C > 5A(w), Opt. (The bread and butter ender, will give advantage on block, enough to do either of the optional followups, each has their own advantages.)
- 2A > slight delay 5C > 5B > 4C > 5A(w) > Opt. (A frametrap between the 2A and the delay 5C, a lot of reward if it hits, autopilot this and you can react whether 5C hits or not, same as above on the ender.)
- 4C(1st hit) > 2A > 5B > 5C > 5A(w) > Opt. (4C starter you use when you want to be closer to the opponent.)
IAD mixups and metered pressure reset
- 2A > delay 2AAA, IAD jC > (j236A optional)
- 2A > delay 2AAA, IAD jA airdash jC
- 2A > delay 2AAA, IAD jA land 2A
- 2A > delay 2AAA, IAD jAB jc jA airdash jC
- (any previous blockstring) > 236A (3 hits) > 236C (NOTE: 236A must connect all 3 hits before 236C for it to be a true blockstring, otherwise there is a gap. You have to be very close to the opponent when you do this.)
In summary, her pressure can always lead up to 5B staggers and 5C/4C delay windows to condition the opponent to not mash recklessly. She can rebuy pressure with a tk j236A or 214[B] if the opponent respects the 5A(w) enders, in any other case she is plus. Some of her best sequences use 5B/5a(w) as they lead up to strong mindgames, abusing her late cancellable buttons will define the way she establishes pressure. Switching up your options and not being predictable should be the main goal, experiment with cancels and staggers to see what could work in a given situation.
Okizeme
j.C
In most midscreen combos, you can superjump forward and land with j.c for an autotimed and autospaced j.c. Note that j.c will likely crossup. it hits meaty and may even be a safejump against some reversals.
Once they expect you to do the same thing over and over on wakeup, you can mix up to throw reversal/shield/backdash attempts off:
- air dash back j.c. can catch fuzzy mashing, opponents expecting a crossup, many backdash attempts and even might give you time to punish som reversals
- fake out into grab/ground normal, to catch shield attempts and respectful opponents off guard, as well as potentially hit low with 2a/2b.
- air dash back empty into grab/ground normal, to catch opponents responding to the first option specifically.
EX Pit Setups
There are two ways of setting up a pit after a momiji loop, and that's by ending the loop with 2c or 623b. Generally you wanna end with 2c if you don't have EX pit setup, otherwise go for 623b to get a bit more damage. 2C gives you access to these setups:
Follow-ups | |||||
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xx 22c | simple setup that gets the job done. should have a generous window to run up and meaty a button. | ||||
tk7/8.22c j.tk9/8.236a | More complete setup - you set up EX pit, alone with tk ribbon, which is advantagous and very safe against both reversals and most shields. The double jump j.236a is also TK'ed | ||||
8 j.22c j.236a | Potentially slower alternate way of doing the one above. | ||||
tk7.22c j.tk7/8.236a j.8 66 {j.a(w) 2a}/{j.c} | Tricky execution, but offers a high/low mixup after ribbon. Haven't tested it yet so its reliability is dubious. |
Half Momiji Setup and Okizeme Options
Using the Half Momiji let's V. Akiha pull her opponents slightly out of the corner and to set a C Pit allowing for more options for her okizeme.
The video below from TonberryMage shows a bunch (not all) of options that V. Akiha can do from the Half Momiji setup.
Half Momiji Video
-Explanation from Tonberry and an old thread by LordKnight
Defense
C.VAkiha may have a really hard time dealing with pressure, as any hit could wipe her healthbar clean, but unlike the other VAkihas she has coveted Crescent moon mechanics. EX shield, EX guard and Heat are great answers, an EX shield into a 5A will punish most IAD's and jumpins, thanks to 5A hitting at a high angle. EX guarding predictable pressure will give opportunities to jump out and fly away from danger. Her Heat is both great and dangerous to use, as the hitbox and startup is standard, but being the resource and meter-hungry character that she is, she risks losing all her meter which defines her oki and pressure, use wisely.
Outside of crescent moon mechanics, C.VAkiha does not have much at her disposal but she still has respectable enough reversals and ways of challenging. Despite both her 5A and 2A being a 5 frame normal, which doesnt make it ideal for mashing, the range and space that they cover can still be useful for opponents that feel comfortable at ranges other characters could not challenge. An occasional 2A being buffered into a 4C will give good reward if it hits at certain ranges, for example when the opponent is redashing. As for her specials, she has her 623 series, 623A is a great antiair and rarely a reversal since it does not have reliable invincibility. It has an air unblockable hitbox on its first hit, good after an EX shield against an aerial move. Her 623B is extremely gimmicky on defense, it has invincibility on her lower body, meaning it technically is useable against low-hitting moves. It should not be relied on too much as it is very risky and not even a real reversal, do not mash this, you will likely use this only once in forever. Punishable on block and loses to most meaty setups. And her 623C, her true, fully invulerable reversal that leads to a small combo into good knockdown on hit. Use this this as your reversal, of course unsafe on block so use when you're sure it will hit.
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. |
Starters
Enders
Normal Combos
Corner Combos
Momiji Loop
Your main combo structure in the corner. Great balance of meter build, damage, and versatility.
OTG Pick ups
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
5B 5B/[B]~B 5B 5B 5[B] 5[B] 5BB 5BB
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5C
Crouching Normals
2A
2B
2B 2B~2B~2B 2B 2B 2BB 2BB 2BBB 2BBB
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2C
Aerial Normals
j.A
j.B
j.C
Command Normals
4C
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
623X
214X
Piercing the Moon
(EX: Piercing the Waxing Moon) 214A/[A]/B/[B]/C |
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22X
A/B/EX Pit A/B/EX Pit A/B~22X A/B~22X EX~22X EX~22X
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Aerial Specials
j.236X
Felling Birds (Air)
j.236A/B/C |
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j.22X
A/B/EX Pit A/B/EX Pit A/B~j.22X A/B~j.22X EX~j.22X EX~j.22X
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Arc Drive
Red Mistress - Ubiquitous
41236C during MAX/Heat |
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Another Arc Drive
Red Mistress - Ubiquitous
41236C during Blood Heat |
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Last Arc
Red Mistress Ubiquitous - Hill of the Crimson Banquet
Grounded EX Shield during Blood Heat |
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