Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon

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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}
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]
Standard mid-screen combo. It is a better option to end with a j.22A setup if you will land at the corner.
  • 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.

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.

Metered Combos

  • ...
...

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

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

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) -
「」 - 28ABC
  • (Description) - ...
Tsuki ni Egaku「月に画く」 - 623ABC
  • (Description) - ...
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.
「」 - 421ABC
  • (Description) - ...
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.
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -
「」 - 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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