Melty Blood/MBAACC/Akiha Vermilion/Full Moon
Combos
Midscreen combos
- 2AA5B5C4C(2) j.ABC dj.BC AT
- Basic BnB
- 2AA5B5C4C(2) j.ABC dj.C 236C j.A (whiff) j.BE214A
- 100 meter knockdown
- 2AA5B5C4C(1) tk j.22B airdash j.C land j.BC dj.C AT
- Advanced, damage combo
- 2AA5B5C4C(2) 236C 5C3C j.BC dj.C AT
- 100 meter damage combo
- 2AA5B5C4C(2) j.AC sdj tk j.236B (2369B) wait, airdash j.214A
- Midscreen hard knockdown for oki.
- 2AA5B5C623A tk j.22C airdash j.AB land j.BC dj.C AT
- Corner carry from midscreen or 3/4th of screen. On some characters (eg Ryougi) you need to do airdash j.A airdash j.AB instead.
For combos 3,4,5,6, you can switch the enders from j.BC dj.C AT to j.B sdj.C j.236C for hard knockdown oki.
Near corner
- 2AA5B5C623A j.22A j.C land j.BC dj.BC AT
- Damage combo in corner. Slightly delay the j.22A for ease.
- 2AA5B5C623A(1) IAD j.C land j.BC dj.BC AT
- Damage and corner carry
Momiji loops
- Starters
- 2AA5B2C delay 3C623B
- Basic starter.
- 2A5AAA5B5C4C(1)623B
- Number of hits required for 623B to connect is character specific.
- 2AA5B5C236C 2C3C
- Does not work on crouching characters; use 4C if too far for 2C to connect.
- Enders
- 2C623A j.8 delay j.22A j.236A
- Crossup setup
- 2C3C623B 2C delay 4C(1) j.22A j.236A
- Crossup setup 2
- 2C3C623B 2C3C623B
- Hard knockdown
- Hard knockdown okizeme
- tk7 j.22B j.214B on landing
- Safe way to start ground pressure
- sj forward j.22A j.236A
- Safe way to start air pressure, can go into (j.22B j.22C)x N loop for some meter gain
Misc. Combos
- Air counterhit
- land 5C4C(2) j.BC j.BC AT
- Shield counter
- 2C3C j.BC dj.BC AT
- Raw airthrow
- j.22A land j.BC dj.BC AT
- Damage
- immediate j.236a/b
- Knockdown
- Overhead 6[C]
- 623B 2C3C623B
- Knockdown in corner
- 6C xx 5C4C(2) j.BC j.(B)C AT
- When you need damage off overhead in corner
- dash 2C delay 4C(2)623B -> Momiji loop
- Fullscreen knockdown
- dash 5C4C(2) j.BC dj.BC AT
- Damage, when in corner omit the dash and link directly into 5c
- 623C
- airdash j.A (whiff) land ...2C3C j.BC dj.BC AT
- Damage
- (reversal 623c)...2C623B 2C3C623B
- Knockdown. Doesn't work if your back was straight in the corner (the 2C3C623B will not be in range
- (reversal 623c) airdash cancel late j.22a land j.bc j.bc AT
OTG
FVAkiha doesn't really use OTG's because her corner knockdown game is strong, however they are an option. You usually want to OTG in the corner, so these are corner only.
- 2AAA 5B
- Simple OTG. In the corner it leads to tech punishes using 5B 5C.
- 2AAA5B2C4C623C airdash j.A(whiff) into corner combo (either Momiji loop or 4C into air combo)
- You get a fair bit of damage for your meter investment here, so it's generally worth it if you're pursuing a kill.
Character Specific
- Necos
- 2AA5B2C3C j.BC dj.BC AT.
Movement
She move real fast.
Ground
She move real fast.
Air
She move real fast and real well.
Offense
She does mixup good.
Pressure
Her frame traps are nice.
TK air puffball
Super jump puffball isn't that good. You want to normal jump tk puffball, you do this by either 412369A or [2]369A (hold 2 for a little while before doing the rest of the motion).
Okizeme
Her oki is real good.
Air throw
Air throw is one of the more common knockdowns you will be landing, so it's important to know what kinds of oki options you get.
Corner 623B
Ender to Momiji loop and hard knockdown.
Defense
Her life is real low.
Pit loops
j.22x over and over paired with j.214x. Real hard but real worth it.
Move Descriptions
Normal Moves
2A
Hits Low, +3 on block. Your standard 2A jab and combo starter. Shorter reach then 5A. |
5A
Hits Mid, +4 on block. A strong pressure tool that can be used as a decent anti-air. |
2B
Hits Mid. -3 on block. Same as C and H moon, it has a 2BB follow up. The second B has to be blocked Low and the third B is jump cancelable. |
5B
Hits Low, -1 on block. Another strong pressure tool. Akiha moves forward slightly. On counter-hit in the corner, you can link into another 5B for massive damage. |
2C
Hits Low, -4 on block. Used in combos, primarily in the Momiji loop. Its faster then her C/H version, but the hitbox is much lower. Not as good an anti-air as the other moons. |
5C
Hits Mid, -5 on block. Same as C/H but doesn't wallslam anymore. Can be used as a good anti-air. |
5[C]
Hits Mid, -/+0 on block. Most much useless. Does pretty good guard bar damage though. |
6C
Overhead, -4 on block. Her overhead, same as the other moons. |
4C
Hits Mid, -16 on block! But, it pushes you out pretty far on block. Hits 2 times and launches. Useful for stuffing out jumps. |
3C
Hits Mid, -4 on block. Very similar to C/H's 5BB. Launches on hit. Not very useful, only used in max damage Momiji loops. 4C is just a better launcher in just about every way. |
J.A
A quick jab that's decent air to air. |
J.B
An upward kick with a pretty good hitbox in front of her. Good for fishing for air to air counterhits. |
J.C
Just like H moon's J.C except it can't be dash canceled. Still great for air to ground mixups. |
Special Moves
Illuminating Judgment: Scarlet Spot 「赫訳・緋斑」 - 236ABC
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Illuminating Judgment: Fire Curtain 「赫訳・火帳」 - J.236ABC
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Illuminating Judgment: Maple Leaves 「赫訳・紅葉」 - 623ABC
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Piercing Moon 「月を穿つ」 - (J.)214ABC
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Illuminating Judgement: Enticing Lull 「赫訳・誘凪」 - (J.)22ABC
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Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
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Another Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
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Last Arc
Crimson Lord Uncountable Pureness: Scarlet Banquet's Good Hill 「赤主遍生・朱宴ノ良坂」
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