Melty Blood/MBTL/Akiha Tohno: Difference between revisions
m (removing this weakness in line with other characters) |
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* '''High Damage''': Akiha's optimized combo routes increase her damage output greatly, placing her amongst the highest damage dealers in the cast. | * '''High Damage''': Akiha's optimized combo routes increase her damage output greatly, placing her amongst the highest damage dealers in the cast. | ||
|cons= | |cons= | ||
* '''Limited Mobility''': Akiha's | * '''Limited Mobility''': Akiha's movement is noticeably much slower than average, and she’s often limited in the aggressive approaches she can present for this reason. | ||
* '''Struggles Against Projectiles''': With Akiha's reliance on (j.)236X and 623X to win neutral via defensive space control, these options getting shut down by a strong grounded projectile game really puts her on the back foot. | * '''Struggles Against Projectiles''': With Akiha's reliance on (j.)236X and 623X to win neutral via defensive space control, these options getting shut down by a strong grounded projectile game really puts her on the back foot. | ||
}} | }} |
Revision as of 22:55, 11 March 2023
Gameplay
Akiha is a character who thrives on locking the opponent down and punishing them with extended combos and setplay.
She navigates neutral with her fast but short-ranged normals and situational special attacks that cover specific areas of the screen. She can't reliably out-poke most characters and must rely on good movement to land punishes on the opponent. This fact is compounded by her short airdash and the limited coverage on most of her long-range specials like Painting The Moon (623X) and Crushing Beasts (22X).
Once Akiha lands a knockdown however, she can easily start her strong okizeme game with her Brilliant Wheel (236X), a multi-purpose tool for okizeme, area-denial, combo extension, and most importantly giving her time to go into mix-ups and/or continue pressure. She can be technical, but a well-played Akiha can make opponent's life hell once she gets them pinned down.
Strengths | Weaknesses |
---|---|
|
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Current head of the noble Tohno family
After the death of her father, she inherits the role of leader of the Tohno family, a distinguished house in Souya. One year younger than her brother Shiki, she arranged for his return from the Arima family.
Her flawless etiquette and bearing perfectly epitomize the daughter of a noble house. She is strict even on herself, rejecting such things as modern-day amusements and frivolity. Because of her prideful and strong-willed nature, many find her difficult to approach.
Sensing a mysterious presence in her town, and determined to uphold the Tohno family name, she sets off into the night to investigate...
Main Weapon/Skill
Tohno family abilities. Other skills unknown.
Basic Info
Height: 160cm
Weight: 45kg
Blood Type: A
Birthday: September 22
Voiced by: Shino Shimoji
Lifesteal
All of Akiha's throw-type moves give her some recoverable HP, giving her the potential to score the highest effective HP of any character in the game should she manage to get heat off.
Affected moves are Throw, Air throw, and 632146C, which all give 350 vital source on hit, while her Arc Drive gives her 700 vital source if hit with the grab hitbox.
Backdash: -
Movement Speed: -Character Summary
- Moon Skills
- 6B+C - Brilliant Wheel (Air OK)
- 3B+C - Painting the Moon
- 4B+C - Brilliant Phantasm
- 2B+C - Crushing Beasts
- Special Attacks
- 236A/B/C (EX OK) - Brilliant Wheel (Air OK): Long-lasting stationary projectile
- 623A/B/C (EX OK) - Painting the Moon: Anti-air, reversal (EX ver. only)
- 214A/B/C (EX OK) - Brilliant Phantasm: Leaping attack, overhead (B ver. only)
- 22A/B/C (EX OK) - Crushing Beasts
- 632146C (EX-Only) - Brilliant Cherry Maple: Side-switching command throw
- Arc Drive
- 236B+C - Scarlet Mistress - Cage Hair
- Last Arc
- A+B+C+D / D in Blood Heat - Scarlet Mistress - Crimson Hammer
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 5[B], j.[C]
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 38
Basic Midscreen BNB (Meterless): 2A(AA) 2B 2C 5C 5[B] 214B j.[C] delay j.B 5BXX (j.AB) AT
Basic Midscreen BNB (Metered): 2A(AA) 2B 2C 5C 5[B] 214B j.[C] delay j.B 5C 236C
Basic Corner BNB (Meterless): 2A(AA) 2B 2C 5C 22B delay 5B 6C 214B j8.[C] delay j.B 5CXX AT
Basic Corner BNB (Meterless IAD starter): IAD j.B or IAD j.C > 2B 2C 5C 22B 5B 6C 214B (input jump after 214B ends, but before landing) land j.BC AT
Basic Corner BNB (Metered): 2A(AA) 5B 2B 2C 5C 22B 6C 214B j8.[C] j.236C
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Standard 5f jab.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 17 | 28 | -6 | - |
- Blockstring filler.
Usually you'll want to skip over this and use 5[B] in combos instead. 2B is generally better for blockstrings.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
290*3 (870) | LH | - | L, GB | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 4 | 17 | 41 | -2 | Clash 12-20 |
- Slightly larger than 5B with multihit properties.
- Gains clash frames.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 24 | 35 | -7 | - |
- Blockstring and combo filler.
- Advances Akiha forwards.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Quick, fast low.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -7 | - |
- Low-hitting poke
- Blockstring filler
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | - | L, HK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 22 | 35 | -10 | - |
- Low
- Advances Akiha forward
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- Fast, horizontal air-to-air.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | X | - | - | - |
- Hits on both sides.
- The neutral.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | X | - | - | - |
- Highest-blockstun air normal.
Basic combo filler and IAD button.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | L, GB | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 7 | X | - | - | Clash 16-19 |
- Ground bounce on hit.
- Gains clash frames.
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | - | L, WB | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 21 | 36 | -8 | - |
- Wall bounces on air hit.
Universal Mechanics
Rapid Beat 2
The return of an old friend
- Placeholder
3C/Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | LR | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Enters a cinematic and automatically jump-cancels on hit.
- Invincible to air attacks starting from frame 5.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | HK. AB | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +55 | - |
- Restores a small amount of recoverable health on connect.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800, 400 (1200) | U | - | HK, AB | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | X [12 on landing] |
- | - | - |
- Restores a small amount of recoverable health on connect.
Special Moves
Brilliant Wheel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
32 | 90 | 6 | 38 | +45 | - |
- Places a wheel immediately in front of Akiha at ground level.
- Replaces an existing wheel (e.g. 236B, j.236A/B) if one is active when input. Cannot replace another 236A wheel.
- As of the new patch, holding X will move the ring backwards.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Setplay tool and ground approach denier. Easy to shield. Some setplay setups allow you to throw autopilot wakeup shields, however.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
40 | 90 | 0 | 40 | +51 | - |
- Places a wheel further forwards and higher up than j.236A.
- Replaces an existing wheel (e.g. 236A, j.236A/B) if one is active when input. Cannot replace another 236B wheel.
- All characters crouch under the wheel, enabling throw mixups.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Setplay tool and air approach denier. Be careful with this one, as your opponent can dash under the wheel while it's active. Particularly shines as a setplay tool. Opponents who stand shield the ring are vulnerable to lows like 2A or 22B, and opponents who crouch under the ring are vulnerable to throws and overheads.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 510*4 (2640) | LHA | - | HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+10 | 120 | 15 | 28 | +49 | 1-4 Throw |
- Places a slightly larger wheel between where 236A and 236B deploy.
- Does NOT replace any active wheels, and cannot be replaced itself. If one is already active, both will be on screen at the same time.
- Keeps grounded opponents in the same place and will not pick them up.
- Keeps airborne opponents in the same position.
- High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
- Hits five times.
Brilliant Wheel (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
26 | 90 | 14 [12 on landing] |
39 | +30 (TK) | - |
- Replaces an existing wheel (e.g. j.236B, 236A/B) if one is active when input. Cannot replace another j.236A wheel.
- If you have your double jump available, you can jump cancel the recovery starting on frame 40. Cannot be jump cancelled if the move is TK'd.
- Pushes Akiha backwards and slightly upwards when the ring comes out.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Saving your double jump will let Akiha meaty with this after a low corner airthrow. You'll want to use j.236A in the corner as it sets up better spacing for avoiding reversals and Heats.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*4 (1280) | LHA | - | - | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
32 | 90 | 8 [12 on landing] |
39 | +36 (TK) | - |
- Replaces an existing wheel (e.g. j.236A, 236A/B) if one is active when input. Cannot replace another j.236B wheel.
- If you have your double jump available, you can jump cancel the recovery starting on frame 40. Cannot be jump cancelled if the move is TK'd.
- Pushes Akiha forwards and slightly upwards when the ring comes out.
- Pushes grounded opponents back, but will not pick them up.
- Causes airborne opponents to rise slightly.
- Hits four times.
Saving your double jump will let Akiha meaty with this after a low midscreen airthrow. Moving forwards is more advantageous here as her airthrow launches outwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600+510*4 (2640) | LHA | - | HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 120 | 13 [12 on landing] |
23 | +43 (TK) | 1-4 Throw |
- Places a slightly larger wheel between where 236A and 236B deploy.
- Does NOT replace any active wheels, and cannot be replaced itself. If one is already active, both will be on screen at the same time.
- If you have your double jump available, you can jump cancel the recovery starting on frame 25. Cannot be jump cancelled if the move is TK'd.
- Keeps grounded opponents in the same place and will not pick them up.
- Keeps airborne opponents in the same position.
- High untech time, making it a strong combo ender with ample time to set up okizeme afterwards.
- Hits five times.
Painting the Moon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6, 7 | 20 | 39 | -6 | - |
- Air unblockable.
- Doesn't hit crouching opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | - | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 6, 7 | 12 | 37 | +2 | - |
- Air unblockable.
- Doesn't hit crouching opponents.
- +2 on block, but most opponents will be crouching anyway.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*5 (2150) | LH | - | L, HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 13 | 33 | 50 | -11 | 1-13 Full |
- Air unblockable.
- The closest thing Akiha has to a reversal.
Brilliant Phantasm
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LH | - | L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 19 | 44 | -2 | 4-28 Low Crush |
- Airborne on frame 4.
- This version hits mid however is a faster than the B version.
- Can be used to evade attacks with a low hitbox.
- Air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | H | - | L | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 6 | 17 | 51 | 0 | 3-34 Low Crush |
Slow overhead.
- Airborne on frame 6.
- Useful combo tool; it's in almost every BNB.
- Jump-cancelable on hit.
- Air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490*5 (2450) | LH | - | L, HK, AB | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 7(11)3 | 22 | 51 | -2 | 1-6 Throw, 4-29 Low Crush |
- Airborne on frame 6.
- Mostly used in EX confirms.
- Air unblockable.
Crushing Beasts
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1320) | L | - | L, SK, | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 11 | 14 | 35 | -4~+3 | - |
Safe pressure ender.
- Hits low.
- -1 at close to max range and +3 at absolute max range. Capitalizing on the frame advantage is difficult at that distance, however, and the effective startup is slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1320) | L | - | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 11 | 12 | 40 | 0~+7 | - |
Frame trap and safe pressure ender.
- Hits low.
- +3 at close to max range and +7 at absolute max range. Capitalizing on the frame advantage is difficult at that distance, however, and the effective startup is slower.
- Also shines as a meaty, as its range is just a hair longer than Heat activation and it blows up high shield (which people will do to avoid B ring).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (2600) | L | - | L, GB, HK, AB | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 15 | 10 | 32 | +2~+11 | 1-4 Throw |
Hard knockdown combo ender. Use this in pushed combos where 236C wouldn't knock down.
- Hits low.
- +2, though EX Wheel is the better pressure reset.
Brilliant Cherry Maple
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800, 520 (1320) | U | - | AB | 1 Magic Circuit | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+0 | 2 | 34 | 39 | - | 1-6 Throw |
Command grab super that grants a followup combo.
- No longer possible for opponents to jump after the super-flash. This now offers another way to hit players trying to block.
- When punishing shield it gives about 1k more damage than a normal throw would, if you don't spend additional resources. This is a pretty fair meter-to-damage conversion, and compares favorably with other options like 236C ender.
- Especially likely to to hit when used under 236B, since the wheel will catch attempts to preemptively jump. Beware people preemptively DPing or using moon drive though.
Moon Skills
Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.
Brilliant Wheel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LHA | - | - | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 90 | 24 | 42 | +18 | 1-11 Clash |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1320) | LHA | -J- | - | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 90 | 22 [12 on landing] |
39 | +12 (TK) | - |
MS Wheel. Comes out faster than the other wheels and is +18 on block, which makes it a solid pressure reset. It's also used in a few specific oki setups.
- The recovery of j.6BC is jump cancellable.
Painting the Moon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | (J) | L | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 13 | 18 | 40 | -4 | 1-5 Clash |
- Air unblockable.
Brilliant Phantasm
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1500) | LH, H | J | L, GB | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 9, (5), 6 | 19 | 53 | -1 (+19 on jc) | 1-11 Clash |
Hits once as Akiha jumps, then three more times like normal.
- Useful combo tool, particularly in Moon Drive. Can also be used as a slow clash reversal in moon drive; the main attraction here is the horizontal movement.
- Jump cancellable on block. This enables one of the few fuzzy mixups in the game--4B+C(3) j.[C]. Not the most effective mixup, since it's slow, but the fact it's even possible is quite unique.
- Despite the listed startup, it won't hit crouchers until frame 29, the same as 214B.
Crushing Beasts
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1800) | LA | (J) | L, SK, GB | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 11 | 12 | 33 | 0~+7 | 1-9 Clash |
- Combination of 22A's speed and 22B's frame advantage.
Super Moves
Scarlet Mistress - Cage Hair
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | U, LHA | - | HK, AB | - | Throw, Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5+0 [5+18] | 2(17)3 | 36 | 61 | -23 | 1-24 Full |
- Unjumpable post-flash, making it a potent mixup option with 236B
- Restores a small amount of recoverable health on connect.
- Command grab that transitions to a strike if it whiffs.
- 18f gap between the command grab and the strike components.
Scarlet Mistress - Crimson Hammer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | AB | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1-25 All |
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Uses the animation of her 5B if done manually with 4 magic circuits.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
2C | X | ? |
Customization
Palette options
Akiha Tohno Wiki Roadmap
57% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Basic descriptions for most normals, specials, and moon skills. Full frame data added. |
Hitbox diagrams for most specials and moon skills. Some items related to frame data (especially frame advantages) need to be recalculated. |
12/25 | |
Strategy |
Completed basic guide to character. |
Editing pass for readability / updating to current game version. |
20/25 |
Combos |
Comprehensive BnBs for common situations + combos for all starters. |
??? |
24/25 |
Matchups |
Templated added. |
All matchups need to be added. |
1/25 |