Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
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== Additional Resources == | == Additional Resources == | ||
[http://mbaacc.melty.games/?p1moon=h&p1char=vakiha H-V.Akiha Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha H-V.Akiha Match Video Database]<br> | ||
[https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/ Melty Bits: H-V.Akiha] <br> | |||
[https://docs.google.com/document/d/1-A6LD21iHVJMa29i9tS6k9XnlBx6wcL1gQz0GAtu4Gs/edit?usp=sharing @DRK_Player: Playing H-VAkiha.] A PDF mirror of the document is available [[Media:Playing H-VAkiha.pdf|here.]] | [https://docs.google.com/document/d/1-A6LD21iHVJMa29i9tS6k9XnlBx6wcL1gQz0GAtu4Gs/edit?usp=sharing @DRK_Player: Playing H-VAkiha.] A PDF mirror of the document is available [[Media:Playing H-VAkiha.pdf|here.]] | ||
== Notable Players == | |||
== Notable Players == | |||
{| class="wikitable" | {| class="wikitable" | ||
!width="120"|Name!! width="49"|Color | !width="120"|Name!! width="49"|Color | ||
!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
|- | |||
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=Eika Eika]|| style="text-align:center;"| | |||
[[File:MBAACC_VAkiha_Color05.png|Color|44px]] | |||
| Europe || Netplay || Active || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=Rhiya Rhiya]|| style="text-align:center;"| | |||
[[File:MBAACC_VAkiha_Color30.png|Color|44px]] | |||
| North America || Netplay || Inactive || Big labber of this character. Can be found and asked questions in the Community Server. | |||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=tsubasa%20(%E7%BF%BC) Tsubasa<br>(翼)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=h&p1char=vakiha&p1name=tsubasa%20(%E7%BF%BC) Tsubasa<br>(翼)]|| style="text-align:center;"| | ||
[[File:MBAACC_VAkiha_Color32.png|Color|44px]] | [[File:MBAACC_VAkiha_Color32.png|Color|44px]] | ||
| Japan || Play Spot BIG ONE 2nd || Inactive || | | Japan || Play Spot BIG ONE 2nd || Inactive || | ||
|} | |||
== Overview == | |||
{| class="wikitable" | |||
|+Strengths / Weaknesses | |||
|- | |||
|Strengths | |||
| | |||
*Meterless momiji loops from screen away | |||
*Great mobility with a fast dash and 2 airdashes | |||
*Pits automatically explode | |||
*Great meter gain | |||
|- | |||
|Weaknesses | |||
| | |||
*Lowest HP in the game | |||
*No meterless reversal | |||
*Pressure is short and goes into neutral | |||
|} | |} | ||
== General Gameplan == | == General Gameplan == | ||
Place text here* | |||
=== Neutral === | === Neutral === | ||
Place text here* | |||
* | |||
=== Pressure === | === Pressure === | ||
Place text here | |||
=== Setplay === | |||
==== Knockdown times ==== | |||
This data was collected manually using framestep. | |||
The height of the opponent affects the frame advantage. More height equals more advantage. | |||
The following are your untechable knockdowns and their frame advantage against a standing V.Akiha. | |||
Please, take this as a '''ROUGH''' estimate and not as fixed absolute values. | |||
{| | |||
|- | |||
! Move !! Frame advantage | |||
|- style="background:#EEEEEE" | |||
| 2c || 45f or 71f if jump cancelled. | |||
|- | |||
| 623b || 63f | |||
|- | |||
|- style="background:#FFEEEE" | |||
| '''623c''' || 71f or '''109f''' if jump cancelled. | |||
|- | |||
| 623a || 18f | |||
|- style="background:#EEEEEE" | |||
| Throw || 39f | |||
|- | |||
| Combo AT || 12f | |||
|- style="background:#EEEEEE" | |||
| Golden AT || 57f or 80f if jump cancelled | |||
|- | |||
| 2d || 47f | |||
|- style="background:#EEEEEE" | |||
| Guard cancel bunker || 55f | |||
|} | |||
=== Defense === | === Defense === | ||
place text here* | |||
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=== Non-Situational Combos === | === Non-Situational Combos === | ||
{{CollapsingComboTable-MB | |||
|data= | |data= | ||
Line 102: | Line 110: | ||
|damage=4609 | |damage=4609 | ||
|metergen=89.9% | |metergen=89.9% | ||
|metero=42.2% | |||
|link= | |link= | ||
|input=*2AA > 5C > 4C > 5B > 2C > 623B > (Momiji loop^) | |input=*2AA > 5C > 4C > 5B > 2C > 623B > (Momiji loop^) | ||
Line 121: | Line 129: | ||
|note=Optimal damage route for meterless corner combo. | |note=Optimal damage route for meterless corner combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Corner carry | |condition=Corner carry |
Revision as of 09:12, 7 February 2023
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 |
---|---|
|
Additional Resources
H-V.Akiha Match Video Database
Melty Bits: H-V.Akiha
@DRK_Player: Playing H-VAkiha. A PDF mirror of the document is available here.
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Eika | Europe | Netplay | Active | ||
Rhiya | North America | Netplay | Inactive | Big labber of this character. Can be found and asked questions in the Community Server. | |
Tsubasa (翼) |
Japan | Play Spot BIG ONE 2nd | Inactive |
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Setplay
Knockdown times
This data was collected manually using framestep. The height of the opponent affects the frame advantage. More height equals more advantage. The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.
Please, take this as a ROUGH estimate and not as fixed absolute values.
Move | Frame advantage |
---|---|
2c | 45f or 71f if jump cancelled. |
623b | 63f |
623c | 71f or 109f if jump cancelled. |
623a | 18f |
Throw | 39f |
Combo AT | 12f |
Golden AT | 57f or 80f if jump cancelled |
2d | 47f |
Guard cancel bunker | 55f |
Defense
place text here*
Combos
Combo Notation Help | |
---|---|
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. |
All damage values were calculated on V.Sion using the momiji loop #2 where applicable.
You should always go for the okizeme ender unless you want to end the round.
Non-Situational Combos
The Momiji Loop
- If you miss one hit of 623B while doing these (i.e you started it too far away) following up with 4C won't work. Use 2B instead.
Situational Combos
OTG
I don't really know what would you use these for, but I guess it's good to know. You can put a 623C somewhere if you want to relaunch them for better oki.
Move Descriptions
Frame Data Help | |
---|---|
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
|
Normal Moves
Standing Normals
5A
5A 5A~6A~6A Plus on block. Plus on block. Good for staggers. Good for staggers. BNB filler. BNB filler.
|
---|
5B
5B 5B/[B]~B Essential pressure tool. Essential pressure tool. Slow but plus. Slow but plus. Launcher. Launcher.
|
---|
5C
Crouching Normals
2A
2B
2B 2B~2B~2B Underrated button. Underrated button. Slow overhead. Slow overhead.
|
---|
2C
Sweep. Sweep.
|
---|
Aerial Normals
j.A
Fast air poke. Fast air poke.
|
---|
j.B
j.C
Command Normals
4C
Good abare tool. Good abare tool.
|
---|
6C
Slow overhead. Slow overhead.
|
---|
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Circuit Spark
Special Moves
Grounded Specials
236X
Plucking Birds
236A/B/C |
---|
623X
214X
Piercing the Moon
(EX: Piercing the Waxing Moon) 214A/[A]/B/[B]/C |
---|
22X
Maximizing Beasts
22A/B/C |
---|
Aerial Specials
j.236X
Brilliant Impetus - Temporary String
j.236A/B/C |
---|
j.22X
Maximizing Beasts (Air)
j.22A/B/C |
---|
Arc Drive
Red Mistress - Ubiquitous
41236C during MAX/Heat |
---|