Melty Blood/MBAACC/Akiha Tohno/Half Moon
Additional Resources
Match Video Database
H-Akiha combo and tech compilation
Players to watch/ask
JP:
- Batsister
- Houjou
- Yume
NA:
- N/A
Overview
Strengths |
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Weaknesses |
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General Gameplan
H-Akiha essentially plays similar Akiha neutral in which she uses her jumps and super double jumps to leverage advantage over their opponent. The only key difference from F and C is that H-akiha doesn't have ribbons at all like the others. H Akiha then has auto detonation pits. Not particularly too useful in neutral unless its someone committed to the ground. She's fitted with the ability to reverse beat which makes her corner mixups decent enough to end the matches there. Her combos typically corner carry across the board. Neutral is slightly lacking due to loss of ribbons so you will have to depend on your fundamentals to aid you in navigating neutral but you do have a good jump in called j.C to boot. Once you get a hit, corner carry and use j.236B after j.2C to discourage jump outs since it hits meaty if you don't hold the B button to delay its detonation. A good rushdown character like any H moon character with good corner carry and mixups to boot. neutral and pressure is not as strong as the other Akihas.
Neutral
Neutral unlike the other moons of this akiha is very bare bones. you mainly will be looking to be at venues to leverage your j.C as its your best jump in. Other than that, H-Akiha can use her dash to move in spots since all moons of Akiha Tohno can block frame 1. Dash 2C can be good in places where you cross under and trip guard the opponent, dash 4C is also good since its a fast command normal that hits a lot of space. Again to stress, a lot of H-akiha's air normals hit downward so its much better for her to be above the opponent. Occasionally use j22X to force the awareness that the opponent cannot stay on the ground idly. Other than that it will really depend on your understanding of how melty's neutral interactions and the demand for micro decisions work in order to work with her in neutral simply due to not having ribbons.
Pressure
A lot of her pressure is simple melty pressure with H and C moons where you use rebeats to disguise pressure resets within the staggers. some examples include
- 2AA 5B, 5B
- 2AA 5B, delay 2C
- 2AA 5B 5A6A, 214B
- 2AA 5AA dash grab
- 2AA 5AA delay 6AA
- 2AAAA iad j.B/j.C
these are basic examples but should send the point that with enough staggers you can even incorporate things like 236A into your pressure ideas. you also have a fuzzy overhead set up by doing Iad j.B dj j.C j.B as well to aid in your pressure. Be sure to take advantage of your 5B's long cancel window since it will be an important frame trap window. Of course when they respect your pressure enough you can then attempt to grab and if they are looking to OS or mash you can then deter than with instant j.2C or 236A. 214B is + but has considerable start up that can be either shielded, jumped out of or backdashed so be sure to show other options and not default to a single option to rotate from.
Okizeme
Her oki after j.2C is probably her strongest point as you can decide to either include j236B or not. Most times you will want to add j236B in order to make her oki stronger since web meaties opponents and in extension to that it also enforces respect. some of the oki options if you include web(j236B) that also works without web are these.
- super jump into low
- super jump delay air dash j.C
- dash grab(better if you have j.236B set)
- super jump j.C j.B
- super jump j.A air dash j.C
There's plenty more you can learn from matches but these are some ideas to start you off.
Defense
There's not much to this Akiha's options since her shield is much weaker, no ex guard mechanics, etc. but here's some defensive options
For abare you have 2A and 4C both good at their own ranges and work for different purposes. 2A is really good if you manage to incorporate 1A~D in your defensive options while 4C is a fast command normal that hits far. Other than that you do have dodge, shield, metered bunker, regular bunker and jump and block all of which has its consequences/risks to them. Out of those options block and jump when its time to do so is the least risky option but if you always choose this option it can be a detriment to your defense overall. so be sure to recognize when to metered bunker, dodge, shield or even dash out of the corner if the opponent presents enough of a gap to do so.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Enders
OTG Pick ups
Normal Combos
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
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Universal Mechanics
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Special Moves
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Arc Drive
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Another Arc Drive
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Last Arc
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