Melty Blood/MBAACC/Akiha Vermilion/Crescent Moon

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Combos

This page is a translation from the French wiki BasGrosPoing.

Original can be seen at : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Akiha_Vermillion/Crescent_Moon

Note: " = " 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
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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