Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
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=Mixups | =Setplay= | ||
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==Knockdown== | ==Knockdown== |
Revision as of 20:44, 25 August 2017
Be sure to check this article about H-VAkiha: https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/ Just beware that even its creator agrees that there should be a lot of changes on it.
Overview
What makes this character easy and effective for beginners is that she gets okizeme and fullscreen corner carry with almost any starter you can think of. Her basic combos are easy and just as effective as her harder optimal combos. Her harder combos are more about meter than damage anyway. All of her ground combos start pretty much the same way, and they are long enough to give you plenty of time to think which route do you want to take.
I think her moon style complements her as she is momentum-centric. This character requires you to pay attention to your meter management as you don't want to remain a near 0% at a disadvantageous position. You can optionally avoid entering heat at the end of your combos, usually by doing a 623c in middle of a loop.
Strengths
- Amazing mobility in the air with your 2 air dashes, and the fastest ones in the game at that being even faster than in her other moons. I mean, you could kite your opponent for forever.
- Most of your hits will lead to easy with fullscreen corner carry. Stray hits are rarer.
- After you've got something going it's quite easy to follow with some mixups into mixups to end the round.
- You'll get to heat quite easily because of her good meter gain.
- Her combos are pretty similar to her crescent moon version.
Weaknesses
- While her ground mobility is decent, but not too great, her walk speed is a bit on the slow side and her dash is totally fixed with a long recovery (don't worry, you can block anytime on the dash), so approaching on the ground is considerably harder than in the air. You can ease the predictability and recovery of the dash by cancelling it with 5a and dashing again to position yourself better.
- Aside from being very momentum-centric, having low health and poor defense options will mean that the sole fact that you got pushed to the corner by some random blockstring is possibly the end of the round for you. Getting cornered is the last thing you want since 1 mistake and a half can kill you pretty easily.
- Unlike what you might have heard, her pressure is poop, 'nuff said. But seriously, you don't want to extend your pressure for very long since it's quite easy for the opponent to escape. Unlike other characters, the main usage of pressure for her is making the foe respect you enough for you to go for some mixup. On the good side, you won't need to rebeat very much, so there's little to none damage reduction from pressuring.
- She's a somewhat gimmicky character. That means that if your opponent knows the matchup he'll deny you from various thing you see often, like 214x'ing in pressure. I even have heard that some of her mixups options are reactable after practicing a bit.
- Slow zoning. That means that you'll get counter-hit pretty easily if you aren't careful.
Players to look for
Remember that you can learn from even old MBAA videos. More players, proper descriptions, and possibly change of opinions are coming later.
- Hato はと:
- Ancient player forgotten in time. In my opinion, he's the best h-v.akiha player. You won't see him play half in meltydb so search elsewhere, like youtube or nico.
- Tsubasa 翼:
- Considered the best by some players. His playstyle is pretty vanilla. Just be aware that he tends to use a lot of fake stuff.
- Shizuoka しずおか/静岡:
- Not really an half moon player but he's still pretty good, even better than tsubasa in my opinion.
- Shuu しゅう:
- Has relatively lots of videos. Solid player, doesn't mess around, comparable to shizuoka.
- LordPangTong:
- He might be old, retired and dusty but he does some pretty interesting things. He's relies on gimmicks a bit too much for my taste.
- Mystery h-v.akiha player:
- This guy deserves a special mention for showing off a ton of previously unseen stuff. I don't think I've seen him before nor I think I've seen him again yet. All of his known matches are in this video https://www.youtube.com/watch?v=20RqxYq-h44&t=821
- Satoken さとけん:
- Ancient and not really a Current Code player but it's still good to watch. His play-style reminds me of Hato and Tsubasa but he's not as good. Just have in mind that some things that worked in AA won't work in AACC.
- Taco / Saber Tako:
- My local SA player. He's notable for actually having videos beside being good. And also it should give you a good idea of how styles vary per region. https://www.youtube.com/watch?v=bV9c3HAZ7XQ&list=PLvJY78XLAO2FiDcGkc9pEiNbGwjbNreYQ More videos can be found in F-Onani's and Dream match's youtube channels https://www.youtube.com/channel/UCyAVrFYxBVTjgALfHOEa-yA/videos.
- Yukichi ゆきち:
- Yeah, the super good full moon player also dabbled a bit on half recently. He might not be very used to playing her but it's better than watching any of the random beginner players.
Combos
All damages were calculated on C-V.Sion, using the "optimized loop" where applicable. Meter gain is calculated at 100%, or very near it
For this character, in my opinion, your priority for combo routes should follow this:
- Okizeme > Meter > Damage
H-V.Akiha's damage is average. Don't expect to do over 5k starting from 2a without putting a massive amount of effort.
You'll have to learn the infamous momiji loop, which, by the way isn't that hard. It's just infamous for boring your opponent. The loop's based on hitting an airborne opponent just before he touches the floor with your 623b so that you have enough time for you to follow with another attack after they bounce on the floor. There's also a 5bb route that will give you an easy damage air combo and is for the most part consistent, but it's mostly avoided since there are ways to get better damage, and ending the air combo will leave you pretty much in neutral, but not quite. You'll tend to see it most of the time in the final repetition of the momiji loop, as a round ender.
Don't worry if you can't do the more advances combos. It's all optimization to win a meager 700 dmg extra and some meter, which is the main reason for doing them.
Be careful about doing 5b early in your combos. It'll trip crouching opponents, in the same way as 2c, and will cause your 5c to wallslam (if you're near the corner), costing you a bounce counter and thus a momiji loop repetition.
Combos with grounded opponent
If you manage to hit the opponent out of 2a range, a bit near the limit of 5c (not super near the limit) you'll have to let 4c hit just once. If your 5a whiffes don't worry, just cancel it fast. Remember to not use 5a in your combos early in place of 2a otherwise you won't be able to do the 6aa combos.
Babby combos
- 2a 5c 4c 2c 5bb -> air combo (4363 / 55.3%)
- This is the so called 5bb route. Since you don't get very much from the air combo it's not recommended. You also do it when you can't continue the combo because the opponent wasn't on the floor when you started the combo, but following with 4c instead of 5bb is recommended in those cases. Actually, I find it slightly harder than doing the easy momiji loop so it's not that easy.
- 2a 5c 4c 5b 2c 623b -> momiji loop (4641 / 85%) or (5181 ideal)
- The most basic string followed by a 623b, which if done near the corner will allow you to follow up with 2 momiji loop repetitions. The loop is optional if you're a beginner, but it's super recommended and I encourage you to learn it fast. If Done at midscreen it gives you oki, which mostly consist of doing j.22b/a. No matter how advanced you are, you'll still use this combo since it's the most damaging combo at the corner starting with a 2a. If you don't start the combo with 2a/5a or want to gain more meter then prefer doing more advanced combos.
- 2a 5c 4c 5a 6aa 2c 623b -> momiji loop (4469 / 96.2%) or (6061 ideal)
- You can do this combo from a farther position (about the middle of screen) than the previous combo and still be able to follow with a momiji loop. Although it does less damage it's good to do since it gives you more meter.
- 2a 5c 4c 5a 6aa 6c 66 (variable delay) 4c 623b -> momiji loop (4216 / 99%)
- This is your fullscreen to midscreen combo. You'll have to delay the 4c depending of how far you are from the opposite corner, if you're near the middle of screen, cancel the dash into 4c as soon as you can so the 6c doesn't wallslam. If it does wallslam it'll cost a bounce and won't be able to do the last momiji loop repetition. Also the proration of the 6c is a bit high so you won't get as much damage as the previous combos. The dash after 6c is special because it's not your regular dash, that means you can cancel that dash into another which allows for some interesting combos.
Usual combos
You can replace the 2a with a 5b for much better damage. Beware of tripping the opponent with this.
- 2a 5c 4c 5a 6aa 4c 2c 623b -> momiji loop (4564 / over 100%) or (6116 ideal)
- Not much to say. A tiny bit harder than its previous version.
- 2a 5c 4c 5a 6aa 66 wait 5c 4c 2c 623b -> momiji loop (4449 / over 100%) or (6039 ideal)
- A more damaging version, also it gets you over 100 meter with a easy momiji loop. You'll want to avoid using 5c if near the corner, otherwise you'll wallslam the foe. You can change the order of the 5c and 4c after the dash if you want, but I believe it does a tiny bit less of damage.
Advanced combos
Just by looking at these you'll understand H-V.Akiha's combo theory much better. If you're able to do these then starter is up to you. Ideally it would be j.c 5b 5c 4c.
- 5a 6aa 5b 2c 2a(whiff) delay 4c 623b -> momiji loop (4622) or (6226 ideal)
- I haven't found anything more optimal in the corner. This is just as tight as 623b 5b but gets you significantly more damage and meter. It's not that hard so I recommend it. Also it's good if you want to learn a better loop than 4c 2c 623b since this combo is quite similar to its optimized version. It's super hard to hit nero with this, but it's possible.
Fullscreen corner carry variations
If you manage to hit the foe with j.c then doing these combo is guaranteed.
- 5a 6aa 5b/4c 5c 2c 5a(whiff) 6aa (2a)(whiff) (2c/4c or 2c->4c)(not optional) (5c) 623b -> momiji loop (?) or (? ideal)
- The minimal range for this combo if you don't want to wallslam is about the distance between the player start and the opposing corner. Prefer the combo above otherwise. Moves between parentheses are optional and may depend on the character and or timing. You can whiff a 2a after the second 6aa to make the timing of 2c easier, don't worry, the reverse beat doesn't affect this combo that much. This combo is much easier on high gravity so try to cram as many hits as you can before the 6aa. The last 5c is not recommended (because of an unavoidable wallslam) unless 4c 623b doesn't combo properly because of height. It's quite hard and somewhat character specific but possible on most relevant characters (I haven't tried them all). Catch with the first relevant 4c as low as possible, do 5a->6a slowly while doing 6a->6a as fast as possible. Here's how it might look like: https://www.youtube.com/watch?v=20RqxYq-h44&t=1420
- 5a 6aa 6c 4c 5c 2c 5a(whiff) 6aa (2a)(whiff) 2c 623b -> momiji loop (?) or (? ideal)
- Shadow's fullscreen. This is a better idea than the previous combo for fullscreen carry, and a bit easier to do too. I don't know if you can do the variations after the second 6aa but I don't see why it shouldn't be possible. As always, try to cram as many hits as you can.
- 5a 6aa 4c 5c 2c 5a(whiff) 6aa 6c 2c 623b -> momiji loop (?) or (? ideal)
- Shadow's reverse. Much much easier to do than the combo above. It totally wrecks your proration but don't worry, it does good damage at the beginning and you don't have to worry about doing hard loops at the end.
- 5a 6aa 6c 5b delay 2c delay 5c 4c 623b -> momiji loop (?) or (? ideal)
- Oldschool carry. Easier than any of the combos above. I haven't tested thoroughly but it's certainly better than any of the usual combos.
Metered Combos
H-V.Akiha doesn't use meter in her combos because it doesn't give her damage (actually, using meter loses her some damage) or anything very useful at all. Since most of her ex-edges are more suited for setups, that'd leave you with 623c and 41236c, her Arc Drive. It's kind of funny that both of those are more frequently used as reversals, and bad ones at that. You can replace 623b with 623c for meter management, that is, not reaching heat when you don't need it. You have to be a bit careful with it because 623c is kind of finicky and tends to whiff some hits for airborne opponents. If you want to end the round and look cool just use 41236c instead 623b at the final of your momiji loop, although simply going for the 5bb air combo route at the end nets you more damage. Truly a shame.
The momiji loop
Infamous for boring your opponent to hell. Don't worry, they're not hard, unless you're trying to do the harder ones. It just happens to be a bit character specific regarding timing. Basically, this is what you do after you manage to do 623b near the corner. If manage to end up a somewhat away from the corner after 623b you'll want to proceed with 4c. There's a way to still combo if you whiff one of the 623b hits, by doing 2b 2c 2a(whiff) 4c 623b. If you don't do this, the 4c or whatever will whiff. This still applies if the 4c that will whiff comes after 2c.
Babby loop
- 4c 623b 4c 623b
- This one is super easy and there's no way you can fail it. As always, it leaves you with the (not so) amazing corner oki.
Regular loop
- 4c 2c 623b 4c 2c 5bb (air combo/623b)
- You'll want to delay a bit your 4c sometimes so 2c hits, and after 2c hits you'll want to delay the 623b (so it hits the opponent just before touching floor) so it hits all of its hits. It's easy to do it as much as it's easy to fail it because of a tiny character specific factor. You know, gravity and that stuff.
Doing 5bb at the is not seen very often but it makes you look cooler and gives you more damage and meter, also it's quite easy. You can also go for an air combo to end the round.
Optimized loop
- 5b 2c (2a)(whiff) 4c 623b 5b 2c (2a)(whiff) 4c 623b
- a.k.a. the one preferred by the japanese. I feel like this one is less character specific than the combo above. 5b is a significantly harder link, mostly because you have to tap it really quick so it doesn't trigger any charge frames. Waiting very long for a somewhat short window of input is also kind of hard. Whiffing 2a is optional, since the reverse beat penalty from it doesn't reduce your damage. Also, you can replace the 2a whiff with a 5a if you find it easier that way. If you happen to hit the opponent with the 5a, it'll just give you a bit more of damage and wont't mess up your loop, usually.
Optimal loop
- 5b 2c 5a(whiff) link 2a 2c 4c 623b 5b 2c 5a(whiff) 6aa 2c 4c 5bb (air combo/623b(2))
- Apparently there's only one player that does these, and he most likely invented it. This one is quite hard but does maximum damage and gives the most meter. If you can't do the second rep (because of wallslam and the like) just do the second rep instead of the first one, for example after confirming a 6c. Have a video for reference https://www.youtube.com/watch?v=20RqxYq-h44&t=1012
- You can also go for an air combo as usual.
Air comboing
I could just tell you to do j.bc 9 j.bc and be done with it, but this thing is a bit more complex than that.
Whether you picked up an air counter hit or whether you simply messed up and did 2c quite early (with no way of following that but to do 623b or aircomboing), the same logic always applies.
The most logical way to proceed would be by doing a 5bb, woulnd't it? Actually, no. Although it's quite common to see this, in my opinion it might be the worst choice. Aside from being one of the hardest combos routes, it doesn't give you that much damage. It's hard because you've got do this: delay the second hit of 5bb as much as possible, then hold 8, wait until you get to your apex (which is more or less when your is able to tech) do j.b j.c and then double high jump cancel and do j.b j.c again. If you did it right you'll be able to air throw them, if not you'll return to actual neutral. Even if it sounds easy, the timing is somewhat tight. Most players just opt to do j.c AT without the j.b. This thing is pretty much garbage for how hard it is. Also, there's no place for j.a here.
What I prefer to do instead is doing 5b 4c -> air combo, where aircombo depends on what height did you hit them. There's a way to cram a 5c before the 4c but I don't think it's worth going for since it's quite hard to hit them with your j.b after that. While the 5b is optional it's always recommended since it makes the combo easier.
If you hit them too high, with your 4c barely hitting, that's ideal height, and there's only one way you should proceed:
- j.b j.c 8 or 9 j.b j.c AT
That's the optimal damage, and the one you should strive for. See, there's no need to double high jump unless you mistimed your air normals or there's a character specific factor. I prefer the neutral jump cancel, because air normals don't push the foe too far away.
If you hit them a bit low than that and you think your j.b will whiff, it's do j.c j.b 8 j.b j.c AT. Don't worry, the reverse beat penalty is much better than the proration. You should be doing j.c first every time you feel like you're to low for j.b to hit.
If you hit them too low then j.a j.b j.c 9 j.a j.b j.c AT is the most reasonable choice, also the easiest and most consistent. Avoid the last j.a if you leave them too high in the air. Also, this is the best choice if you started your combo with a 2a/5a or the proration got too high, that is, not picking up an air counterhit (unless it was done with j.a, 236X or j.236X, and those are quite unrealistic). That's because the j.a will add damage without lowering the proration even more.
If you're finding these too hard, this is your babby air combo:
- j.a (j.a) j.c 9 j.a (j.a) j.c AT
- The second j.a's are optional but they add slightly more damage.
The very same thing applies for high shield counter confirms. 2c 5bb is suboptimal while 5b 4c is the better choice.
For all situations above, if you're in the corner, facing it, you can replace the 5b 4c stuff with 623b and continue with a momiji loop. If you're a bit too away for that you can do 5c 623b, it'll wallslam but you can follow with one rep of the loop.
Miscellaneous confirms
Shield counter (high)
Fun fact: you can cancel the shield counter into specials and throw.
Anywhere
- 5d -> wait 2c 5bb hold 8 j.b j.c 9 (j.b) j.c AT (2633 / 45.5%)
- Babby confirm. A.K.A. the one you should stop doing as soon as possible. It's good since it'll give you a feel for confirming with 2c, which will be used in a different confirm. If you've timed it well you can go for the j.b but it's simply better to just go for the combo below.
- 5d -> 2c 5b 4c 9 (j.a) bc 9 (j.a) j.bc AT (2812 / 52.4%)
- Usual confirm for damage. You can use this anywhere but it's mostly used when you can't go for the momiji loop confirm. Since the shield counter prorates like crazy it's good to do a j.a. Doing a second j.a is super hard and unless your timing is pretty much perfect you won't able to air throw at the end. I recommend to do only the second one.
- 5d -> 5c 4c 2c 5a(whiff) 6aa 2c 623b -> momiji loop (??? / ???)
- Haven't we seen this combo before? Yes, but this time it's much easier. You can't do this combo from everywhere, only working if done at the middle of screen and less. Sadly, you don't have enough time to cross under them if you're too away from the corner. Wallslaming at the end with 5c 623b increases its range (and the range of the combos below). I've seen a 6aa 6c fullscreen route before but I'm not sure if it's character specific or if it's feasible at all.
- 5d -> 5c 5c 2c 5a(whiff) 6aa 2c 623b -> momiji loop (??? / ???)
- Alternative version of the above one.
- 5d -> 5c 4c 2c 5a(whiff) 6aa 6c dash 2c 623b -> momiji loop (??? / ???)
- Full corner carry. Very difficult and might not be possible on some characters.
Corner
- 5d -> 2c 623b -> momiji loop (3236 / 70.3%)
- The best thing to do when you counter in the corner. If you were against the wall facing the corner far away you've got enough time to walk cross under the opponent before hitting them with your 2c, so that you can combo them. You might think that it's a good idea to do 4c before 2c, but reverse beats really affect the damage for shield counters, that being about 200 damage less.
- 5d -> 4b 2c (2a)(whiff) 4c 623b -> momiji loop (3311 / 77.3%)
- One I just invented. It's harder and barely gives more damage/meter. If you do the 2a whiff you get like 20 damage less. It's better to play it safe and go for the one above.
Shield counter (low)
This one can't be jump canceled like the high one. It's only canceled into specials.
- 2d -> 623b -> momiji loop (3670 / 69.7%)
- The usual thing to do when you have no meter, and the best thing to do when near the corner, as you can follow it with a momiji loop. Done in midscreen it gives you midscreen 623b oki, duh.
- 2d -> 623c -> followup into momiji loop (??? / ???)
- If you have the meter you can do a fullscreen corner carry combo into momiji loop thanks to 623c, and this is usually the best option. For some reason it gives you less damage than the combo above. Check the "Other" section for more details.
- 2d -> 41236c (3419 / 0%)
- For some reason it doesn't seem to be affected by the proration, so the arc drive does more damage here than when used raw. Does probably more damage than the combo above. This is the best option to end the round, if you're not near the corner and can afford it.
- 2d -> nothing
- A perfectly valid choice. The knockdown you get from this is slightly better than 2c (haven't tried this), and the okizeme that you can go into should be pretty similar. Disclaimer: I haven't done my research well on its oki.
Golden air throw
I don't know if golden AT oki is good enough to justify not following it with a combo. I prefer doing starting these with 2a. 2a also gives you slightly more meter.
- land -> 2a/5a 2c 5bb sj8 j.b j.c 9 j.b j.c AT (2988 / 36.4%)
- Basic damage combo for midscreen. Somewhat difficult to do, and probably not worth the hassle if you can do something else. Near the corner you can do 5c instead, because it's easier and does more damage. The wallslam won't affect your combo.
- land -> 2a/5a 2c 623b -> momiji loop (3292 / 64%)
- Always good but it's better done near the corner. Remember to delay the 623b if you don't want it to whiff a hit.
- land -> 5a 2c 2a(whiff) link 2a 2c 5a(whiff) 6aa 6c 66 2c 623b -> momiji loop (? / ?%)
- LPT's fullscreen corner carry golden air throw combo that I've never seen in a real match. I don't know if it's character specific. https://www.youtube.com/watch?v=jiEEQD2y4ec
- land -> 5a 2c 2a(whiff) link 2a 2c 5a(whiff) 6aa 2c 2a(whiff) 2a 5c IAD j.c land 9 j.b j.c 9 j.b j.c AT (3601 / 79.8%)
- Shadow's version of the above combo for damage. I haven't played around too much with these, but it seems that LTP's combo is the better choice as of now. https://youtu.be/VLBtnaT9jfs?t=36
Standing overheads
More advanced stuff coming soon.
6c (corner only)
- (5b) 4c 9 j.b j.c 9 j.b j.c AT (3870 / 40.6%)
- Easy and consistent aircombo damage confirm. Prefer the combo below.
- 2c 623b -> momiji loop (3195 / 43.4%) or (4109 / 62.6%) with 5bb route.
- Easy momiji loop confirm and the usual thing to do. Remember to delay the 623b if you don't want it to whiff a hit.
- 2c 2a(whiff) 4c 623b -> momiji loop (? / ?%) or (?/ ?%) with 5bb route.
- A bit harder, and a bit more damaging(?). Haven't tested it too much.
6c (everywhere)
- You can confirm it just as if were part of a combo. You know, the usual dash cancel 4c 2c 623b stuff.
5bbb
- IAD cancel j.b land 9 j.b j.c 9 j.c AT (3185 / 28.0%)
- I hope you aren't planning to hit anyone with this. It's kind of a hassle to do but it's good to know how to confirm it. You can replace the first j.b with a j.c but it's harder that way. The damage/meter was calculated using the only the last hit of 5bbb. This can be done everywhere if you were wondering.
Other air counter-hits
Aside from the usual air combo stuff you can do more optimal and beneficial stuff.
- 5b 5c 2c 5a(whiff) 6aa 6c dash 2c 623b -> momiji loop (? / ?%)
- It's kind of hard to time but if you do it right you'll get full corner carry plus a ton of damage and meter.
Other
623c
- 4c 2c 623b -> 1 rep (3448 / -100% + 18%)
- The easiest follow up of 623c. If done a little less than fullscreen you can follow it up with another (1) repetition of the momiji loop. Done at fullscreen it only gives you corner oki.
- 4c 2c 5a(w) 6aa 5c 2c 623b (? / ?%)
- A bit harder but it gives you a bit more of reach and it's ideal for fullscreen usage.
j.22a and j.22b
doing the combos from j.22a is bit harder than doing it from its j.22b counterpart, but they both work.
- land -> dash in -> (5b) 4c 9 j.b j.c 9 j.b j.c AT (? / ?%)
- Ideal if you're near the ground. It's a bit hard to time and you'll have to vary the combo depending on how high is the opponent when you reach him.
- j.66 j.c land 9 -> air combo (? / ?%)
- This one is used if you're a bit too high in the air. j.acb 29 jac AT is a safe choice as an air combo.
j.22c
You can do the same combos as the weaker pits but doing them in this one is easier.
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.
- 2aaaaa 5bb 4c 5c 5a 6a 2b
- Probably the longest OTG string possible.
Setplay
Pressure
Mixups
Setups
Midscreen
Corner only
Knockdown
Of course, most of you setups rely on you having the opponent being knocked down for a certain amount of time. And more time to setup stuff is obviously better. What follows is information related to knockdown times that I've been collecting recently. Take these times as a rough guide since wakeup times vary per character and I may be off by one or two frames in most of these. The height of the opponent when you hit them also makes the times vary. More height equals more time. I got this information manually with framestep testing the times with the jump test using V.Akiha as my opponent. The following are your untechable knockdowns and their time advantage. I'll fill these with more information when I have time.
2c:
- 45f when waiting for the recovery to be over or 71f if jump cancelled immediately. Hitting them in the air gives you over 6 frames of advantage.
- When jump cancelled it gives you the second most frame advantage of all of your options. It's usually used to setup a three-way mixup (oddly called sandoori by westerners) involving a meaty pit.
623b:
- 63f when used raw or around 69f when used as part of a combo.
- Enough time to do most of the things you would want. You should be familiar with this one pretty well by now.
623a:
- 18f if done raw but you can add over 6 frames if the opponent is high in the air.
- Pretty much trash time-wise but it's still better than a non-gold air throw. If you manage to make the time longer it should be enough to do a meaty 6c. It's not that it's a good idea anyway.
Throw:
- 39f. It's not much but at least you can do something with it.
- The time is enough to net you a safejump or a 214c setup.
AT from combo:
- 12f. That's pretty much the smallest time that you could get from a knockdown. Height doesn't matter for air throws.
- It's so small that the only thing you win from it is a meaty normal to pressure the opponent. Don't try to do 214b after it since the time is so small that various characters can just avoid it with a dash and punish you for it.
Golden AT:
- 57f when landing or 80f when jump cancelled. The knockdown is probably as big as you could possibly get
- While trying a setup for the landing one is not worth it, since you can get a free combo with oki from it, the 80f version might be enough time to do some setups involving an unshieldable pit setup with j.236b, which in theory could prove to be very useful. It's worth playing around with.
2d:
- At 47f it's unexpectedly decent. Setups from it are pretty much unexplored from what I've seen.
- While you could combo it with 623b, it would leave too far away from the opponent if done far from the corner, so there might be cool things you could do with it. Worth playing around with.
Bunker (alpha counter):
- 55f. That's a lot of time for something that you don't see a lot of people experimenting with.
- Strangely enough, I haven't seen much people doing stuff with it. I've seen it being used to setup a safejump doubling as L/R mixup. Definitively worth looking into since it's one thing you'll be using it all the time.
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Neutral
Defense and escape
Pressure
Matchup specifics
Move Descriptions
Normal Moves
2A
Obviously, this is your standard fastest low at 5 frames. It's not quite as fast as other 2a so expect to lose some mashing fights. There's not much to say about it. You shouldn't be reverse beating or reverse beat whiffing this move since its recovery is longer than 5a, also it's -1 on block, prefer 5a to it in these cases. You should use this to start pressure or combos since you don't lose your chance to do 6aa. If you haven't used it yet in your string, but you have done 6a already, you can do something like this 5a 6a 2a 5a 6a. It looks quite confusing and it's easy to stagger so I recommend it. You'll want to mash this if you're not sure if any other attacks are going to hit, for example j.c (non counter-hit) -> 2a, but I recommend doing 2b instead in that particular case since it doesn't prorate as much and is also quite fast. |
5A
Your only non charged normal on plus. This is the move you want to reverse beat into after a *c move, although I think it's better to hit the opponent with it rather than whiffin since *c moves pushback is super high. Also it's a decent anti-air for when you're being jumped-in in the corner. And it's quite sad that it's one of your best ground to air moves. H-V.Akiha's doesn't have a proper anti air. This one has never whiffed on me on crouchers, but maybe it whiffes on cat len. |
6A
This one moves you a bit forward and the pushback is enough that it's equivalent to doing 2a directly after it. This one of the moves you'll be using often when pressuring the opponent. Don't end your string on it and try not to go for an 6aa, unless you don't do it very often, you know, this akiha's a bag of gimmicks. |
6AA
It's -1 so it's not that bad, but it's super obvious so linking another attack is not an option unless you get them to respect you. On block you can only cancel it into specials:
These applies only to corner pressure. Getting blocked in midscreen is very different. |
2B
Unlike what you may have heard this one is not too bad. It's 1 frame slower than 2a but it's a lot longer and doesn't prorate as much, so you should prefer it. The only valid complain with it is that it pushes you back quite a bit but it's not C move leves of bad. Pressure wise it's better than C moves. This move is a little peculiar, although it pushes you back you can cancel it (into 2a/5a most preferably) almost instantly, negating that effect. If you cancel it like that it's quite useful to confuse the opponent since it happens so fast. It's also peculiar because there's a "fourth" hit, yes, that's right. That "fourth" hit only happens when you hit the foe at a super specific distance, hitting very late. You can't cancel that hit at all, although it's easy to avoid. This is the move that you'll want to mash when the opponent tries to reset his stagger, because of the speed and long range. It has saved my life countless times. Beware, this hits mid. So don't use it as one. |
5B
Fast if tapped. I suspect that this move is 1 frame faster than 4c. This move is -2 or so, -1 with a rebeat whiff 5a. I don't think it's that good for anti air since it hits a bit lower than 5a. This move is excellent for pressure since: it pushes you back as little as a 5a/2a; it can be charged for frametraps, and is super plus if blocked if charged fully, good for meaties, and if 5[b] hits it's better than j.c 5b damage-wise; and finally, the reverse beat windows is immense. And there's also 5BB which doesn't push you that back but it's cancel window is quite short. Cancelling 5BB Might be a better choice for stagger without reverse beat penalty than cancelling into *C moves. 5BB can't be used in neutral so I can't talk too much about it. Just beware that this move trips crouchers. |
2BB
This move is absolute trash and the only thing it does is making 5bbb even worse than it is. You can't cancel it into anything but 5bbb. Avoid it unles you're going for that 5bbb gimmick. This is the only move that you want to always whiff, if possible. It also trips the opponent on hit making 5bbb whiff sometimes, eww. This crap hits low. |
2BBB
This is the kind of move that you do only once or twice every 100 rounds, or if they don't know the matchup. It's an overhead but worse since the 5bb is slow, even if you whiff it, which make this move super telegraphed, even on high delay. Since 5bb -> 5bbb is not a frametrap at all you can get mashed quite well even with C moves. It's jump cancellable on block, and doing IAD j.a after it is airtight, allowing to continue pressure or doing a mixup with j.66 j.c. On hit you can confirm it with a low damage 9 j.c j.b AT combo or IAD j.b land 9 AT if you were expecting them to block. This might be good to do in on their wake up as it lets you continue doing pressure/mixups if they block it. I haven't experimented with this yet. |
2C
A sweep with the longest range of any of her normals. Since it's so long and it's not so slow I try to poke with it sometimes and reverse beat whiff it on block. It's super punishable if it whiffes. I also use when the opponent is landing, but that's kinda matchup specific. Dash 2c works more than I expect it to. I don't really recommend it on pressure. It doesn't moves you very much and it's only worth going for if you rebeat into a not whiffing 2a/5 because the pushback is very high. When you do it you're basically signalling the opponent that your pressure ends there. In neutral, on hit, your options are going for 2c okizeme, following with a 623b, or simply going for a 5b 4c air combo. |
5C
Thanks to its disjointed hitbox, it's better than 4c as a raw anti air, although a bit hard to confirm if not in the corner (which you can confirm 623b -> momiji loop) with since it'll send flying any airborne opponent. If you want a long range move you're better doing 4c or 2c. In neutral, on hit for airborne opponents, you can confirm it into 2c which you can follow with the same options described above in 2c. In pressure this move is better than both 2c and 4c since you'll move forward quite a bit before the 5c hits. Remember to rebeat into a 5a/2a hit after it or it'll be for all naught because of the pushback. I believe this is the best move to catch jumps. |
6C
A 26 frames overhead. That's on the slow side and pretty reactionable even on high delay. On block this move is minus but the pushback makes it safe, but you better say goodbye to your corner pressure. You're better doing this move after covering it 236c but it seems quite obvious then. Only do this move when the opponent doesn't expect it at all, that is, gimmicks. For example, this epic gimmick: 623a 6a instead of 623b while doing the momiji loop. I assure you that this will hit. There's also 4c(1) 6c which is kind of a frametrap for slow moves since fast short low moves won't reach it. This trades with C.V-Sion's 2a. You'll always win the trade though. |
4C
Your fastest *C move, multihit, and the designated anti IAD move. You can poke in neutral with this move, and can confirm it into 5c 2c (623b). For pressure the move this move can also catch jumps pretty well. You'll be using it when you get too far away for anything but 2c to hit, But when you use it you'll be telling your foe to escape, so try to mix it with fake resets after it, if you're not too far away. Try to cancel it on the first hit to avoid too much pushback. All C moves after rebeat whiffing 5a are +2. But I hope you don't get to that point in corner pressure. |
J.A
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J.B
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J.C
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Special Moves
Plucking Birds 「」 - 236ABC
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Brilliant Impetus - Temporary String「」 - J.236ABC
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「」 - 214ABC
Using this one is good for when the opponent wants to approach through air if they aren't very high. It pretty much denies IADs. It's super dangerous if they are near you, specially if they're high, since they can punish the recovery easily. The charged version for this one is not used very much for obvious reasons.
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「」 - 623ABC
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「」 - (J)22ABC
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Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」 - 41236C
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