Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
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[[Category:Melty Blood]] | [[Category:Melty Blood]] | ||
[[Category:Akiha Vermillion]] |
Revision as of 14:04, 8 November 2019
Be sure to check this article about H-VAkiha: https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/
Overview
Players to look for
Romanization | Japanese name |
---|---|
Hato | はと |
Tsubasa | 翼 |
Shizuoka | しずおか/静岡 |
Shuu | しゅう |
Kata | かた |
Satoken | さとけん |
Yukichi | ゆきち |
Combos
- This video serves as a reference for people learning this character, if you're interested in learning her please check it out: https://youtu.be/SqYOXf0Xh-Q (Courtesy of dare/veoid)
All damage values were calculated on V.Sion using the third momiji loop where applicable. For 6aa combos, damage 1 values are calculated starting with 2a 5c 4c while damage 2 values are calculated using j.c 5b 5c 4c
You should always go for the okizeme ender unless you want to end the round.
- xx
- Stands for a link
- 66
- A dash cancel
- (w)
- Whiffed normal
- ( )
- Optional move
Non situational combos
Inputs | Damage / Meter 1 | Damage / Meter 2 | Notes | ||
---|---|---|---|---|---|
Basic | |||||
2a 5c 4c 5b 2c 623b -> momiji loop | 4641 / 85% | N/A | Basic corner combo from 2a. | ||
etc -> 5a 6aa 4c 2c 623b -> momiji loop | 4564 / 103.2% | 6116 / 111.5% | Its range is about 1/2 of the stage to the corner | ||
etc -> 5a 6aa 6c 66 delay 4c 2c 623b -> momiji loop | 4449 / 114% | Corner carry from anywhere except near the corner | |||
Optimized | |||||
etc -> 5a 6aa xx 5b 2c 2a(w) delay 4c 623b -> momiji loop | 4657 / 107.3% | 6226 / 115.7% | It carries significantly farther than its respective basic version | ||
etc -> 5a 6aa xx 5b 2c delay 5c 4c 623b -> momiji loop | 4896 / 115% | 6327 / 123.4% | Does not work near the corner | ||
etc -> 5a 6aa 6c 66 wait 5b 2c delay 5c 4c 623b -> momiji loop | 4486 / 120.6% | 6059 / 129% | Requires more space to the corner than its basic version | ||
6aa loops (NOT recommended) | |||||
etc -> 5a 6aa 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop | 4546 / 127.7% | 6108 / 136.1% | Does not work near the corner. 6aa should hit as late as possible | ||
etc -> 5a 6aa 6c 66 delay 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop | 4388 / 133.3% | 6119 / 141.7% | Requires a lot of space | ||
etc -> 5a 6aa xx 5b/4c 5c 2c 5a(w) 6aa xx 2c { delay 5c or a non-delayed 2a(w) } 4c 623b -> momiji loop | 4847 / 142.3% | 6392 / 150.7% | Probably worth practicing for the meter and damage. If you end up too close omit the 5c at the end. https://www.youtube.com/watch?v=PBX77TaQAAE |
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 5b or 2b instead.
Inputs | Meter | Notes |
---|---|---|
4c 623b 4c 623b | 31.4% | The most basic one |
4c delay 2c 623b 4c 2c delay 5bb 623b | 46.5% | You can do 5bb 623b twice but it will prorate a lot |
5b 2c 2a(w) 4c 623b 5b 2c 2a(w) 4c 623b | 51% | Whiffing 2a is optional. It doesn't change anything but the timing |
5b 2c 5a(w) xx 2a 2c delay 4c 623b 5b 2c 5a(w) 6aa 2c 4c 5bb 623b | 80.1% | Requires low gravity. The second rep is very finnicky regarding gravity. The 5a whiff doesn't work on everyone. You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once |
Situational combos
Inputs | Damage / Meter | Notes | |||
---|---|---|---|---|---|
High shield counter / Air counter hits The damage was calculated starting from shield counter instead of an air CH. |
|||||
2c 5bb hold 8 j.b j.c 9 j.b j.c AT | 2633 / 45.5% | Easy if you do j.c j.b 9 j.b j.c instead, otherwise it's not worth it. | |||
(2c) 5b (5c) 4c 9 (j.a) bc 9 (j.a) j.bc AT | 3056 / 60.1% | j.a's are not doable if you decide to use 5c. | |||
4c 5c 2c 5a(w) 6aa xx 2c (delay 5c 4c) 623b -> momiji loop | Only do the optional moves if you aren't close enough to the corner | ||||
5c 4c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | Full corner carry version | ||||
5b 2c delay 4c -> momiji loop | 3311 / 77.3% | Only possible near the corner. You can omit everything but 2c | |||
Low shield counter | |||||
2d -> 623b -> momiji loop | 3670 / 69.7% | If you aren't near the corner prefer the 2d knockdown instead. | |||
2d -> delay 623c 5b 2c 5c 4c 623b -> momiji loop (1 rep) | Metered fullscreen corner carry | ||||
2d -> 41236c | 3419 | Very situational but it's the biggest damage you can get from a low shield counter if you can't go for the loop. | |||
Golden/Raw air throw | |||||
2a 2c 5bb sj8 j.b j.c 9 (j.b) j.c AT | 2988 / 36.4% | Basic damage confirm that works everywhere. | |||
2a delay 2c 623b -> momiji loop | 3292 / 64% | Works only near the corner. | |||
2a 5c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | Easy, but doesn't work on some characters. | ||||
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop | https://www.youtube.com/watch?v=jiEEQD2y4ec | ||||
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa xx 2c 2a(w) 2a 5c IADc j.c land 9 j.b j.c 9 j.b j.c AT | 3601 / 79.8% | Damage variation of the one above. | |||
Standing overhead in the corner | |||||
2c 2a(w) 4c 623b -> momiji loop | |||||
66 cross under sideswitch 2a(w) 5c 2c 5a 6aa 6c 66 2c 623b -> momiji loop | |||||
2bbb | |||||
2bbb j.IAD cancel j.c land 9 j.b j.c 9 j.c AT | 3185 / 28.0% | I hope you aren't planning to hit anyone with this. | |||
Reversal 623c | |||||
623c 4c 2c 623b -> momiji loop (1 rep) | 3448 / 18% | Unstable. Not full corner carry. | |||
623c 4c 2c 5a(w) 6aa 2c 623b -> momiji loop (1 rep) | Unstable. Full corner carry. 6aa should hit as late as possible | ||||
623c j.66 delay j.c(w) land 5b 2c 5c 4c 623b -> momiji loop (1 rep) | Full corner carry. Recommended | ||||
Air pit confirms | |||||
5b delay 5c 4c 9 j.b j.c 9 j.b j.c AT | 5020 | Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5c | |||
(5b/4c) 5c 2c 5(w) 6aa (delay 6c 66) 2c 623b -> momiji loop | 3448 / 18% | ||||
j.66 j.c land (5c) 4c 9 j.b j.c 9 j.b j.c | 5263 / 52.6% | Avoid double super jumps. | |||
Far j.a (uncomboable without j.66) | |||||
j.a j.66 j.a sj9 delay j.aa j.66 (j.a) AT | https://www.youtube.com/watch?v=84LLhL-TPYs | ||||
j.a j.66 j.a j.b land rejump 8 j.b sj9 j.c AT |
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
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 |
Move Descriptions
Normal Moves
2A
Hits low. Active on the fifth frame. Good Abare. |
5A
+1 on block. This move gives better frame advantage than 2a when used as a reverse beat whiff. Unlike C-V.Akiha's 5a, this one doesn't whiff on crouchers. It's ok as a situational anti-air. |
6A
Good for pressure, especially after reverse beat whiffing, and hit confirming. It has an unexpectedly disjointed hitbox so it might have uses on neutral. |
6AA
You don't want this move to be blocked as it is -1 and is only cancellable into specials. |
2B
Hits mid. Active on the sixth frame, being only one frame slower than 2a. It's got a pretty long disjointed hitbox so it's ideal for abare. Active for 9 frames. It's impossible to hit confirm near max range. You'll gain around 800dmg if you confirm j.c with this instead of 2a. It has some recovery so beware of whiff punishes. Pressure wise it doesn't pushes you as back as C level moves. This move is cancellable almost immediately making for some ambiguous pressure. If you ever have heard of a rumor of it not being cancellable in some situations just be aware that it's bullshit. |
5B
Active on 7f. This move is -2 on block, or -1 with a rebeat whiff 5a. It'll move you forward quite a bit and it has a generous reverse beat window, making it good for pressure.
It can be cancelled into 5bb, which moves you forward again, both on whiff and hit. 5bb's cancel window is extremely short compared to 5b. 5bb alone is for the most part not usable in the neutral game. |
2BB
Hit lows. Trips the opponent on hit. Absolutely useless. You can't cancel it into anything but 5bbb. |
2BBB
A super telegraphed overhead. Jump cancellable on block. Since 2bb -> 2bbb is not a frametrap at all you can get mashed quite well even with slow moves. |
2C
A low sweep |
5C
A bit disjointed. Unlike 4c or 2c it's not very punishable on whiff. It moves you a bit forward. +2 after a rebeat 5a whiff. |
6C
A 26 frames standing overhead. Minus but safe on block. Cancellable into a dash, that for some reason has different properties from a regular dash, i.e. it's also cancellable into another dash. |
4C
Your fastest C level move. Multihit. It catches jumps pretty well. It has the longest reach of any of your normals. Yes, even more than 2c. +2 or +3 on a rebeat 5a whiff depending if it hit once or twice respectively. |
J.A
Your standard air jab. Short range and fast to come out. |
J.B
Very good range. Relatively fast to come out, being active on frame 7. And your most active air normal, being active for 7 frames. Excellent poking tool. Whiffs on most crouchers althought this might be desirable for some mixups. |
J.C
Your overhead of choice. A bit slow to come out. It can cross up. The hurtbox is pretty small and the hitbox is slightly disjointed. Very powerful if spaced right. |
Special Moves
Plucking Birds 「」 - 236ABC
|
Brilliant Impetus - Temporary String「」 - J.236ABC
|
「」 - 214ABC
Punishable on reaction if the opponent has the tools for it. The charged versions are faster to come out than your pits or 236a.
|
「」 - 623ABC
|
「」 - (J)22ABC
|
Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」 - 41236C
|