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

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to pre-existing combos.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Move Descriptions:
    • Expand upon the pre-existing move descriptions, cite their uses, add captions where helpful, etc.

This page was edited by Whisk#4197 on discord. Please message me there if you have any questions or concerns.

Additional Resources

H-Seifuku Match Video Database
H-Sei Guide by Dumb Seagull (WIP)
"H Seifuku Combo Doc/Notes" by Cheezy

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

HSei is the more rushdown focused of the Seifukus, with a strong emphasis on pressure and combos. She loses most of the zoning utility that CSei’s kit has, opting to focus more on her strong normals and good movement to score a hit and carry the opponent into the corner, where she can work her pressure. Notably, she has one of the most plus on block raw normals in the game, with her 5a being +6, a frame advantage even most F-Moons would be envious of. Combine this with her strong command grab, and you get some of the most brutal corner pressure melty has to offer.

Strengths / Weaknesses
Strengths
  • Amazing pressure with a ton of plus frames in tandem with command grab
  • Strong normals such as 2b which is a very fast and disjointed low poke, and j.b which has a strong disjoint directly below her
  • Good movement with the fastest airdash of the Seifukus and a dash that can cover fullscreen distances very quickly
  • Has quite a few lows, including a few standing ones
  • Can consistently get full corner carry and okizeme from every combo
  • High optimization potential on combos for more damage
Weaknesses
  • H-Moon
  • While strong, pressure can be very linear and weak to Ex-Shield and reversals
  • Most specials are either situational or just plain bad
  • She has quite a few lows, but her 2a isn't one of them and it has an abnormally large hurtbox
  • Very tight execution requirements for damaging combos, with lots of character specifics
  • Damage can be very low when you take into account rebeat penalty, especially without more advanced routes
  • Very poor defensive options without meter for bunker

General Gameplan

HSei is typically aiming to score one hit in neutral, which she can use to carry the opponent into the corner and start her pressure. She mainly plays a very standard melty neutral game, opting to scout out hits and use her good movement to capitalize on the opponents mistakes. Her pressure is where she really shines, where she can play a scary strike throw game with her command grab and plus frames, which can loop back into itself.

Neutral

Pressure

HSei possesses a very strong but linear pressure game. She mainly wants to use the frame advantage on two things, 22b and 5a, both of which are +6, to keep her turn and keep looping her offense. After she conditions them not to mash, she can use her strong command throw to punish them for blocking and keep them guessing.

Some examples of pressure sequences:

2a 5b 2b 5c 22b 5b 2b 5c 22b…

This sets up her basic pressure loop pretty nicely, and keeps her in a position where she can threaten command throw after 22b.

String if you need to regain more ground:

2b 5c(1) 22b 2b 5c(1) 22b…

The 5c(1) 22b is able to be mashed or jumped, but it will move her forward a considerable distance, useful if they are focusing on Ex-Guard.

When you're looping +f, you'll want to mix in command throw whenever you are plus and could press a button to keep them from just blocking all day. The best spot is after 22b, which does not push you back at all. After 5a, you may have to walk a bit to get into position to command throw. Dashing works as well, but keep in mind it's a rather slow startup so it can be riskier.

Midscreen pressure:

2a 2b 5c(1) 5a 2b 5c(1) 5a…

Her midscreen pressure isn’t great as it relies a lot on 5a which stacks rebeat penalty, and it is fairly trivial to backdash. Best used if you are able to put them in the corner within 2-3 loops.

Safe Reset to Neutral:

5b 2b 5c 5a 6a delay 6a

Finally, if you just want a safe way to end pressure, 5a6aa works pretty well. You can throw in one last stagger before the last 6a which nets you a combo if they mash, but otherwise this will push you out a ton on block while also leaving you +3. Sometimes it’s good to know when to quit and reset to neutral.


Okizeme

...j.[c] j.a(w) fall j.214a

...j.[c] falling j.b 2c 22a 214a

These are her two most common enders. Her oki is pretty simple, just aim to hit them meaty with the pillar. On some characters, you may have to land completely after j.[c] in order to get a meaty pillar, but in general you want to place it while you are falling down (whiffing a j.a lets you recover in mid-air and place it while falling). This is just a single hit meaty so it's not fantastic okizeme (Ex-Shield is pretty effective at denying it) but it is at least DP safe. The most common option after this oki is to just block and see what they do. If they just block it, you can start your pressure from there. As long as you block, it will beat most reversals as well (and if the reversal only has a limited amount of invul, the pillar is active enough to counterhit it anyway, which scores you a good combo). If they get hit by it but not counterhit, it can be a bit tricky to convert. The best option is to react with a rising j.a and convert from there, which leads to a very good combo since it saves a jump cancel. It is a bit hard to react to however, so practice is reccomended.

Defense

Being a H-Moon character, your defensive options are naturally quite limited, and her toolkit doesn't offer many other options. The one saving grace is that her abare options are quite good.

623c-

Not a very good reversal. Metered, horribly punishable on block, and it doesn't even have throw invul so it'll lose to those. It's quite active at the very least, and your only true reversal, but the meter would better be spent on bunker.

214d-

H-Moon trademark defensive option, and the main way you'll be getting out of pressure. Scores a hard knockdown when done out of blockstun, but costs 100 meter. This is what you'll mostly be saving your meter for, if not heat. Best used if you are in the corner, since you'll be able to steal it back from the opponent, and leave them in a poor situation.

Abare-

Her main options for this include 2a, an average 4f 2a that can cancel into itself for mashing. Not amazing but it's decent for calling out smaller gaps in offense. She also has 2b, which is a very fast (6f) and disjointed low poke with large recovery. Great for mashing out of pressure, but use with caution. Finally she has 5c, which is infamously good on Akiha/V.Aki as amazing abare. It beats out most other normals at it's range in terms of speed (8f) and can easily confirm into any combo with it's two hits. Not quite as good as the other versions however, since it's been demoted from a command normal to a regular button, which removes the buffer window that made it quite scary. Still, a good option.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

Note: These are just the very basics to know with HSei, more advanced combos coming soon. For now refer to the Combo Doc linked at the start of this page for more advanced routes. Some of these routes can be optimized slightly by adding 6b after 2b instead of after 6c, or by adding more j.as. These are just the confirms that I personally use the most, feel free to adjust them to suit your needs.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C > 6B > j.BC > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Most basic BnB, gives full corner to corner carry and okizeme. The j.A(w) at the end is to allow you to set a pit while falling (see Okizeme section). When closer to the corner, use j.214A instead of B so the pit does not go offscreen. The delay is important so you have enough time to rejump, you can optionally choose to whiff airthrow after the j.214 to make you land faster, which will make the link easier.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 6B > 5C > 2C > 6C > j.A > j.B > j.C > sdj.[C] > dl Falling j.B > Land > 2C > 214A > j.B > j.C > dj.[C]A(w)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic combo using a bounce pickup after j.[C]. Character specifics pending (W.I.P).

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 2A > 5B > 2B > 5C > 2C > 6C > 6B > j.B > dl j.C > dj.[C] > dl Falling j.B > Land > 5B > 236C > j.B > j.C > dj.[C] > dl Falling j.B > Land > 2C > 22A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard metered route in the corner. Character specifics pending (W.I.P).

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
Hseifuku 5a seq0001.png
Hseifuku 6a seq0451.png
Hseifuku 6aa seq0452.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 2 11 6 2.45% -

A small standing low kick. +6 on block.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 6 10 -1 4.2% -

Swipe followup.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 3 12 3 7.0% -

Final followup, launches and +3 on block.

5B
CSeifuku5b.png
Damage Red Damage Proration Cancel Guard
600 288 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 12 -1 4.2% -

A second, longer ranged standing low kick.

5C
Fseifuku5c.png
Damage Red Damage Proration Cancel Guard
500*2 (954) (550) 94% (M), 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 19 -11, -4 3.5%*2 (7.0%) -

A forward-extending mid-hitting swipe.

Crouching Normals

2A
Hseifuku 2a seq0004.png
Damage Red Damage Proration Cancel Guard
300 144 70% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 -2 2.1% -

Fast mid-hitting crouching swipe.

2B
Fseifuku 2b.png
Damage Red Damage Proration Cancel Guard
550 336 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 19 -8 3.85% -

Low swipe.

2C
Hseifuku 2c seq0006.png
Damage Red Damage Proration Cancel Guard
850 384 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 20 -6 5.95% -

A sweep that moves Seifuku forward.

Aerial Normals

j.A
Fseifuku ja.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 - 2.1% -

Standard air jab.

j.B
Fseifuku jb.png
Damage Red Damage Proration Cancel Guard
600 307 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.2% -

Hits directly below Seifuku.

j.C
j.C
j.[C]
CSeifukujc.png
CSeifukuBEjc.png
j.C Damage Red Damage Proration Cancel Guard
800 480 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 5.6% -

Air flipkick.

j.[C] Damage Red Damage Proration Cancel Guard
1200 960 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
17 7 - - 8.4% -

Charged version alters your momentum and give an hard knockdown on air hit.

Command Normals

6B
Hseifuku 6b seq0240.png
Damage Red Damage Proration Cancel Guard
600 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -7 4.2% -

Forward-reaching swipe.

6C
CSeifuku6c.png
Damage Red Damage Proration Cancel Guard
500 288 80% (O) N, SP, EX, (Jd) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 23 -10 3.5% -

The Akiha Kick™.

Universal Mechanics

Ground Throw
MB C-Seifuku Throw.png
Damage Red Damage Proration Cancel Guard
1300 480 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Akiha grabs the opponent by the neck and explodes them. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MB C-Seifuku Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1300
1152 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 7.0% -

Aerial version of Seifuku's throw. Untechable knockdown as a combo ender. One of the few air throws that build meter.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MB F-Seifuku 236D.png
MB H-Seifuku 236D.png
MB F-Seifuku j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 3.5% -

Same animation as F-Moon 3C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 10.5% -

Same animation as 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 3.5% Full 1-3

Same animation as F-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Seifuku 214D.png
MB H-Seifuku 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0% Strike 1-7

A version of 6C with a bigger hitbox.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MB C-Seifuku CSpark.png
MB C-Seifuku CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Grounded Specials

236X
MB H-Seifuku 236A.png
MB H-Seifuku 236B.png
MB C-Seifuku j.236C.png
A Damage Red Damage Proration Cancel Guard
800*2 (1381) (828) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 10 28 -7 5.6%*2 (11.2%) -

Seifuku jumps back in the air and performs a slightly upward-angled flametongue attack.

B Damage Red Damage Proration Cancel Guard
800*2 (1381) (828) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 10 27 -4 5.6%*2 (11.2%) -

B version jumps back further and is downward-angled.

EX Damage Red Damage Proration Cancel Guard
450*6 (2279) (1215) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13+5 12 16 17 (max) -100.0% -

Jumps back and summons a 6-hit ribbon. Gives good frame advantage depending on how many hits are blocked.

623X
MB C-Seifuku 623A.png
MB C-Seifuku 623B.png
MB C-Seifuku 623C.png
A Damage Red Damage Proration Cancel Guard
700 480 45% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 28 -9 4.9% -

Seifuku casts a spike of fire into the air at a forward angle. Air unblockable. Fast startup, long recovery. Somewhat useful as anti air, but has a weird hitbox and long recovery. Useful after a dash to catch jumpers and large characters (such as Nero summoning stuff). It does only 1 hit, so can be combo'd after on Counter Hit.

B Damage Red Damage Proration Cancel Guard
750*2 (1260) (645) 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
27 6 19 2 5.25%*2 (10.5%) -

Slower version. Can be used in combos, not much reason to otherwise.

EX Damage Red Damage Proration Cancel Guard
400*6 (1802) (864) 96% (M)*6 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+4 18 38 -20 -100.0% Full 1-5

This version has strike invulnerability, and can be used as a reversal. However, grab beats it on wakeup, and it's very easily avoidable if read. Not as good as a real DP, but hits very far and high.

214X
Scorching the Moon
214A/B/C (No EX)
MB H-Seifuku 214.png
MB H-Seifuku 214 Pillar.png
Damage Red Damage Proration Cancel Guard
700 480 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 4 40 - 4.9% -

H-Sei's "Soko De". Summons a tall pillar in front of Seifuku that becomes active shortly after she recovers. Button choice only affects the pillar's distance from Seifuku.

22X
MB H-Seifuku 22AB.png
A/B
A/B
MB H-Seifuku 22C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1300 960 75% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
12 14 18 -4 9.1% -

Seifuku surrounds herself with a low to the ground burst of energy. Hits low and causes untechable knockdown on hit. EX cancelable on whiff.

B Damage Red Damage Proration Cancel Guard
1100 768 80% (M) - L
First Active Active Recovery Frame Adv Circuit Invuln
18 14 8 6 7.7% -

A "longer startup but short recovery"-type B version. +6 on block.

EX Damage Red Damage Proration Cancel Guard
1800 1152 75% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
4+9 14 19 -5 -100.0% -

EX version is much bigger and launches the opponent upward into an air-tech state on hit.

63214C
Hseifuku 63214c seq0200.png
Damage Red Damage Proration Cancel Guard
700 480 35% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
5 1 29 - 0.0% -

Seifuku's command grab. Sideswitches and lets you combo off of it.

Aerial Specials

j.214X
Scorching the Moon (Air)
j.214A/B/C (No EX)
MB H-Seifuku j.214.png
MB H-Seifuku 214 Pillar.png
Damage Red Damage Proration Cancel Guard
700 480 75% (O) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
48 4 25* Plus 4.9% -

Aerial "Soko de". Jump cancellable even on whiff.

Arc Drive

MB C-Seifuku AD AAD Throw.png
Throw
Throw
MB C-Seifuku AD AAD Strike.png
Strike
Strike
Throw
Strike
Damage Red Damage Proration Cancel Guard
10800 (3568)
1500
(2275)
1152
50% (O)
100%
- A
LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+0 1 (26)
2
42 -
-16
removes all Full 1-58

Seifuku grabs the opponent and assaults it with fiery might. Command grab that only grabs grounded targets when they're close, but aerial targets much easier, even when they're almost above her. If the grab part whiffs, the will only be a small explosion coming out of her hand.


MBAACC Navigation

General
FAQ
Advanced
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TohnoCrescentHalfFull
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KoumaCrescentHalfFull
MiyakoCrescentHalfFull
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V.SionCrescentHalfFull
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MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull