Melty Blood/MBAACC/Akiha Vermilion/Half Moon: Difference between revisions
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|description=Standard-issue 2A. | |description=Standard-issue 2A. Your low of choice, and a decent abare and pressure tool. | ||
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|description=Very good 5A. Fast, large horizontal range, +1 on block. Hits crouchers for the vast majority of its range. | |description=Very good 5A. Fast, large horizontal range, +1 on block. Hits crouchers for the vast majority of its range. Note that this move gives better frame advantage than 2a when you whiff cancel with it, since it has 2f less recovery, | ||
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|description=Decent 6A that moves VAkiha forward. Useful in combos and stagger pressure. | |description=Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure. | ||
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|proration=Absolute: 75% | |proration=Absolute: 75% | ||
|circuit=3.0% | |circuit=3.0% | ||
|cancel= SE, SP, EX, (J) | |cancel= SE, SP, EX, (J) | ||
|guard=HL | |guard=HL | ||
|startup=9 | |startup=9 | ||
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|description=Decent 6AA. | |description=Decent 6AA; mostly used as combo filler. You can use it in pressure, but do note that it can only be cancelled into specials. | ||
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|description=Big, fast 2B with a lot of pushback on block. It's a decent abare tool, and can | |description=Big, fast 2B with a lot of pushback on hit or block if most of the hits connect. (You can cancel the move within the first few hits to get significantly less pushback, though.) It's a decent abare tool, and can get you to a good spacing fast in pressure. It's also a good button to fight wakeup 5D. However, it doesn't hit low. | ||
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|description=2B's sad followup; hits low, but only cancels into 2BBB, so it | |description=2B's sad followup; hits low, but only cancels into 2BBB and trips on hit, so it's pretty useless. *Startup assumes you cancel into 2BB within the first 7 active frames of 2B. | ||
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|description=The best button HVAkiha has, bar none. Huge, fast, and honestly ignorant. | |description=The best button HVAkiha has, bar none. Huge, fast, and honestly ignorant. Sure, it has 26f recovery. But it's decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. Learn to love this button. You will be using it a lot. *Frame advantage is -12 if only the first hit connects. | ||
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|description=Okay overhead. | |description=Okay overhead. It's cancellable into a command dash on hit, which is crucial for your midscreen bnb. Further, when used after another C normal in pressure (e.g., the string 2AA 5C 6C), it will trade with mashing for a full combo, and beat certain options like dodge and F-Koha counter. It's also sometimes used for okizeme when mixed with 5{b} 2a as a low option. | ||
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|description=Passable j.A. The boxes by themselves are weak, but on a character as fast as VAki, they work fine. | |description=Passable j.A. The boxes by themselves are weak, but on a character as fast as VAki, they work fine. Can also be used in airdash mixup (e.g., IAD j.a 66 j.c for high, IAD j.a land 2a for low). | ||
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|description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. | |description=Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff crouchers after an IAD. | ||
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|description=Very strong j.C. Hits behind you, beats basically every 5A anti-air if spaced correctly (vertically), and is airdash cancellable on block to boot. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively. That green at the bottom is very, very close to the red—making sure you respect that is key to making the most of this move. | |description=Very strong j.C, and your high of choice in airdash mixups. Hits behind you, beats basically every 5A anti-air if spaced correctly (vertically), and is airdash cancellable on block to boot. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively. That green at the bottom is very, very close to the red—making sure you respect that is key to making the most of this move. | ||
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Revision as of 17:17, 24 February 2020
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 | |||
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High shield counter / Air counter hits The damage was calculated starting from shield counter instead of an air CH. |
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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 Melty Blood 2A. Melty Blood 2A.
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5A Basically an F-Moon 5A. Basically an F-Moon 5A.
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6A Staggers, anyone? Staggers, anyone?
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6AA BNB filler. BNB filler.
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2B Underrated button. Underrated button.
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2BB Sad 2b followup. Sad 2b followup.
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2BBB Gimmick overhead. Gimmick overhead.
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5B Pressure machine. Pressure machine.
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5BB Launcher. Launcher.
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5[B] An option, I guess. An option, I guess.
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2C Sweep. Sweep.
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5C Facekick. Facekick.
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4C God button. God button.
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6C Imouto kick. Imouto kick.
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j.A
j.A It's a j.A, I guess. It's a j.A, I guess.
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j.B
j.B Air poke, anyone? Air poke, anyone?
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j.C
j.C Another god button. Another god button.
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Special Moves
Plucking Birds 「」 - 236ABC
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Brilliant Impetus - Temporary String「」 - J.236ABC
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「」 - 214ABC
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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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