Melty Blood/MBAACC/Akiha Vermilion/Crescent Moon
Combos
~ = Means the combo can be started from any normals.
Combo midscreen
~ 2C 5BB j.AAB djc j.AAB airthrow
~ 2C 5BB j.AB adc j.B djc j.AB airthrow
~ 2C 5BB j.AB adc j.B djc j.B adc J.B airthrow
~ 2C 623B Combo on hit confirm.
~2C 623C 2C (5B) (4C) 623B 5B 2C 4C 623B Uses 1EX move for a corner carry combo.
6C dash cancel 5B 2C 4C 623B (5B 2C 4C 623B)x1~2 Combo after the overheard, corner carry and brings to a momiji loop.
Combo corner
~ 2C 623B 5B 2C 4C 623B 5B 2C 4C 623B Momiji loop.
6C 623B 5B 2C 4C 623B
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Crescent
Spacing
Pressure
Move Descriptions
Normal Moves
2A
Fast, low priority, hits low. Your basic poke in many situation. |
5A
Fast short range attack. Will whiff most crouchers. Kinda bad as an anti air, but can be used to break airguards. This is what you reverse beat to reset your strings C moves into 5A should be +1f. |
2B
More range and more priority than 2a, but with a lot of push back. Active for 8f. Hitting 2B again extend the move with a low hitting 2B. hitting 2B a second time during this animatio result in a high hitting, aerial moves that can be canceled into jump and airdash on hit and block. |
5B
Moves Vakiha forward with decent range. can be delayed by holding 5B for frame trap in pressure. Full charge is +2 on block. Hitting 5B again will launch for aircombos. |
2C
Slow, low hitting move with decent range and hitstun. Lot of pushback. Moves VAkiha forward a bit. Better as an anti air that it looks. |
5C
Strong attack that moves Vakiha forward quite a bit, but has some pushback, too. Clash is gone, so 2A 5C won't bait heats anymore. Wallslam falling opponents |
6C
Overhead, wallslams, dash and special cancelable. On block, there is is enough pushback to often allow you to escape. |
4C
Good range, moves Vakiha forward.
|
JA
Hits mid with ahitbox at the bottom of VAkiha, fast. Basic air poke |
JB
Hits high, kinda far, but high enough to whiff most croucher. Good against opponents above. |
JC
Hits high, special cancelable on opponents on the ground. Crosses up easily. Autoknockdown with otg followup in the corner. Can be comboed into 2A on counter hit if done low enough, though this is really hard to confirm.
|
Special Moves
Name 「JP name」 - 22ABC
|
「」 - 236ABC
|
「」 - 28ABC
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - 421ABC
|
「」 - J22ABC
|
「」 - 426ABC
|
「」 - BC
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|