Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon: Difference between revisions

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'''Be sure to check this article about C-Seifuku:''' https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/
'''Be sure to check this article about C-Seifuku:''' https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/
'''Normal Combos'''
'''Normal Combos'''
*2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j.A (whiff) j.22A}
*2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j.A (whiff) j.22A}

Revision as of 03:25, 23 September 2016

Combos

Be sure to check this article about C-Seifuku: https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/

Normal Combos

  • 2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j.A (whiff) j.22A}
Use this mid-screen combo if the two below are too difficult. Adds a nice amount of corner carry if you tack on the airdash extender. End with j.22A setup if you will land at the corner.
  • 2A 2B 5B 6B 5C 2C 6C 214A j.BC [j.BC throw / j.[C] j.A (whiff) j.22A/C / (corner carry)j.[C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C]
Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner. The best option is to do the corner carry version as your Bnb also the corner version is your best option after a command grab.
  • 2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C
A staple for S-Akiha. Delay the j.214A as much as you can. This combo will take you from anywhere on the screen to a corner with a j.22A setup while dealing decent damage. Performed a bit differently when starting at the corner.

Mid-screen overhead combos

  • 5[C] 2C 6C or 6B [j.BC j.BC throw/ j.AC j.AC throw]
This mid-screen combo is the easier one to do. If you can't hit the other combo, you should be able to get this one.
  • 5[C] 2C 2A (whiff) dash 214A j.ABC(possible to j.BC but j.ABC is more stable)
This mid-screen combo is good but hard to do because of timing. Practice this on everyone so can get that timing down.(May be possible to use 5B whiff cancel)

5[C] 2C TK j.214B IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C This mid-screen combo is good but hard because the IAD a little bit.Tested to work on Nanaya, VSion, and WLen.(corner carry)


Corner Combos

  • 2ABC 5C 214A j.BC 8 [j.C] j.A (whiff) late j.214A (land) 214A/623B j.BC j.[C] jA (whiff) j.22A/C
This is almost the same as her normal mid-screen combo except that the first j[C] needs to be spaced away or j.214A will whiff (it will strike off-screen). The link between j214A and dash 214A is easier to do the later you use j214A.
  • 2ABC 5C 214A j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
More execution heavy variant of the above. It is crucial to delay the first j.214a as much as possible. Depending on which ender you choose, either puts you much closer to the opponent after knockdown OR adds a couple hundred damage to the above combo.
  • 2A 5B 2C 5C 214A 5B/5C j.BC 8 j.[C] j.A (whiff) late j.214A TK j.214A IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C j.22[A]
More execution heavy and gives the most meter.
  • 5[C] 2C 2A (whiff) TK j.214A IAD j.[C] jAAB (land) j.BC j.[C] j.22A/C j.22[A]
Easy hit confirm overhead combo. Corner only. If the overhead is blocked, your blockstring will end with 2A and you can keep pressuring the opponent. (Might not work on every characters).
  • 5[C] 2C 2A (whiff) 214A 5B/5C j.BC j.[C] j.22A/C j.22[A]
Easier combo. Gives less meter and does slightly less damage.
  • 2A 5B 2B 6B 5C 236C 6B 5C 2C 6C j.ABC j.[C} j.22A/C
Combo that uses meter and results in high damage. Go for j.22C if you're in MAX, but otherwise it probably is not worth the 200% meter

Command grab combos

Without pit up, any of the standard combos starting with 2A work after a command grab. With a pit below them, it will automatically ignite when the command grab connects. In that case, use the following:
  • 63214C (delay) j.BC j.[C] j.A (whiff) late j.214A TK j.214A { IAD j.[C] j.22A/C / 8 j.C land j.BC j.[C] j.A (whiff) j.22A/C }
Similar to her other combos, but with a different starter.

Airthrow combos

These combos are possible off a raw (golden) airthrow.
  • AT j.214A land 5C j.BC j.[C] j.AA/C

In corner you can do:

  • AT j.214A land 214A j.BC j.[C] j.AA/C

Might be possible to do these with TK t.214A too.

Metered Combos

  • ...
...

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Crescent

Spacing

- Use j.214x to zone. On whiff or block, you can jump cancel it. On hit, you can IAD (96) j.C land j.BC j.[C] j.A(whiff) into whatever. On whiff, you can jump cancel it to make it safe.

- 5C is a good spacing tool and hit confirms into 2C 6C 214A for combos.

- j.A is your air to air and quick jump-in option if they are below you. j.B is your best option air to air for enemies above you. j.C for everything else.

Pressure

Move Descriptions

Normal Moves

2A

- Decent low poke. Unlike most 2As, cannot be cancelled into itself, meaning you can't spam this move a couple of times to hitconfirm.

5A

- Another low poke very similar to 2A. Hits low (!).

2B

- Hits mid and moves forward. Use in combos and pressure strings.

5B

- Hits low. Good poke after j.C for 50/50 mixup.

6B

-

2C

- Standard sweep. Good range, decent speed. Can cancel into 6C.

5C

- Forward kick that hits mid. Good ground zoning tool and combo filler. Can be charged to become a wall-slamming overhead instead.

6C

- Very similar to 5C, but with slightly more range. Do not cancel this into 5C, as this will reverse beat.

JA

- Short range downward air kick. Used for air counter hitting, air to ground, and whiff cancelling.

JB

- Upward aerial kick. Great for hitting people above you in the air, but loses to many downward air attacks.

JC

- Strong downward jump attack. Crosses up, so great for jump-ins. The charged version of this move groundslams and moves S.Akiha slightly upwards.

Special Moves

Suigetsu wo Ugatsu「水月を穿つ」 - 22ABC
  • (Description) - Akiha summons a flame pit. Her flame pits last for 10 seconds and are not cancelled when she is hit. Input 22x/j.22x while a pit is active to ignite flame pillars from the pits. Flame pillars are capable of OTG relaunching. Note that her flamepits are also automatically ignited when she command throws (63214c) the opponent while standing above a pit.
  • (A version) - Akiha summons a flame pit where she is standing and hops backwards. Sends 1 pillar when ignited uncharged, 2 pillars when charged. Use this version when in the corner.
  • (B version) - Akiha summons a flame pit that moves about two characters forwards. Sends 1 pillar when ignited uncharged, 2 pillars when charged.
  • (EX version) - Akiha summons a flame pit that follows the opponent around. Sends 2 pillars when ignited uncharged, 3 pillars when charged. Use this one the most if you have the meter.
Tori wo Uzukiru「鳥を渦切る」 - 236ABC
  • (Description) - Akiha calls forth a fiery spell that extends forward. Similar to V.Akiha's flametongue, but faster and with more recovery. Air unblockable, so it can catch badly positioned jump-ins, or even cause a favorable Counter Hit trade (not always, as it hits several times).
  • (A version) - Very fast flametongue that can be used as a blockstring ender or zoning tool. Hits far and wide, but leaves you in a long uncancellable recovery state. Don't overuse, if the opponent reads it and jumps over it you'll get punished.
  • (B version) - Slower version. No reason to ever use this, might as well delay the A version.
  • (EX version) - Typical EX version. Faster, more damage, and safe if you're close. Can be combo'd into 6B on hit. OTG relaunches.
Tsuki ni Egaku「月に画く」 - 623ABC
  • (Description) - Akiha casts a spike of fire into the air at a forward angle. Air unblockable.
  • (A version) - Fast startup, long recovery. Somewhat useful as anti air, but has a weird hitbox and long recovery. Useful after a dash to catch jumpers and large characters (such as Nero summoning stuff). It does only 1 hit, so can be combo'd after on Counter Hit.
  • (B version) - Slower version. Can be used in combos, not much reason to otherwise.
  • (EX version) - This version has invulnerability, and can be used as a reversal. However, grab beats it on wakeup, and it's very easily avoidable if read. Not as good as real DPs, but hits very far and high.
 ? - J.623ABC


Kemono wo Seisuru「獣を征する」 - 214ABC
  • (Description) - Akiha points forward and summons a flame pillar. Pillars are air unblockable and are capable of OTG relaunching.
  • (A version) - Akiha summons a pillar right in front of her. Not very safe, don't rely on this too much outside of a combo.
  • (B version) - Akiha summons a pillar mid-screen. This is a pretty handy special to use for zoning.
  • (EX version) - Akiha summons a flame pillar right on the opponent. Appears quite fast enough that you can even punish heat activations. The pillar has a larger vertical hitbox than the A/B versions, making this a good full-screen punisher.
 ? - J.214ABC
  • (Description) - Aerial version of 214. Arguably her best special, as it can be jumpcancelled on whiff. Landing cancels the recovery, allowing you to combo after hitting with it low to the ground. Be wary of the opponent though, you're vulnerable during startup.
  • (A version) - Same as 214A, but cast from the air. Used a lot in combos, pressure, and zoning. TK J.214A is a great tool in many situations.
  • (B version) - Similar to J.214A, but hits further ahead. Amazing for catching characters using projectiles or summons.
  • (EX version) - Same as 214C. Use it to punish heat and people in the air with no movement options left.
Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC
  • (Description) - An air version of her 22 series. Akiha summons a flame pit on the ground that can be ignited with either 22x or j.22x. Note that Akiha remains in the air while igniting her flame pits.
  • (A version) - Akiha summons a flame pit directly below her and moves back. Sends 1 pillar when ignited uncharged, 2 pillars when charged. You can jump, airdash or even ignite right after using this move, giving Akiha more mobile options than her ground version. Use this after a j.[C] knockdown in the corner.
  • (B version) - Akiha summons a flame pit a couple characters in front of her and moves back. Similar to her A version, the only difference being the position of the flame pit. Sends 1 pillar when ignited uncharged, 2 pillars when charged. You can use this and ignite it right after as keep-away.
  • (EX version) - Akiha summons a flame pit that tracks the opponent and moves back. Sends 2 pillars when ignited uncharged, 3 pillars when charged. Strongest version in her 22 series. Use this after a j.[C] knockdown or to force your opponent to haul ass.


Arc Drive

「」
  • (Description) - Akiha grabs the opponent and assaults it with fiery might. Command grab that only grabs grounded targets when they're close, but aerial targets much easier, even when they're almost above her. A useful tool to scare your opponent with when he's blocking a lot. Almost any combo can be ended in this AD, but most of the time it doesn't do much damage. Raw airthrow straight into AD is stylish and does 3k+ damage. Also useful as ender to overhead combos.

Another Arc Drive

「」
  • (Description) - Similar to AD, but with a longer animation and more damage. Very bad move due to the amount of hits. It will almost always provide the opponent with so much meter they'll enter MAX.

Last Arc

「」
  • (Description) - On ground shield Akiha levitates the opponent in front of her, and casts a powerful version of 623C.

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