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
Momiji loops are basically you doing 623B over and over (up to three times) in a combo. The meter build for a Momiji loop combo is huge (up to 95% meter for a basic combo), so if you're meter starved or need just a little bit for an IH opportunity, it can be worth it, otherwise they do terrible damage.
- 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.
- 2AAA5B
- 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 Specifics
- Necos
Standard combos don't work, do this instead.
- 2AA5B2C3C j.BC dj.BC AT.
Movement
FVAkiha is one of the most mobile characters in all of Melty Blood. Her mobility is one of the biggest reasons she's as good as she is. Of course, with great mobility comes great responsibility - you must make sure that you're not moving yourself into harm's way, as VAkiha's extremely low life means any mistake you make can mean the end for you.
Ground
FVAkiha's walkspeeds are above average, but no one simply walks around in Melty Blood so it is what it is.
Her ground forward dash is extremely fast, has very little startup (ie it doesn't take her long before she starts moving, as opposed to say PCiel, whose dash has a long amount of time at the beginning where she isn't moving), and has a bit of low profile ability, allowing her to dash under some characters who are trying to jump in with buttons towards you, and potentially run behind someone and 5A them on the other side. This dash coupled with her strong frame data allows her to also tick throw quite effectively.
Her ground backdash is average, it's invincible just like everyone's else. It can be useful to increase the distance between you and your opponent if you really can't afford the time to jump and air backdash. Not much more to say about it.
Air
FVAKiha's air mobility is second only to F Hime who has flight. In addition to having two average trajectory jumps and two above average airdashes, she also has puffballs (j.236A/B), pits (j.22A/B/C) and pillars (j.214A/B), and using a combination of all these options can make the opponent's life a nightmare.
Her jumps cover a standard amount of distance and float for a standard amount of time. Her dash jump covers a long distance so dash jumping to poke the opponent out of anything slow in the air is a valid strategy if you have the hard read to back it up. Having two dashes in the air allows you to bait out big normals an come back in and punish.
Puffball (j.236A/B) can be done indefinitely in the air. A version floats you towards where you are facing and B version floats you away from where you are facing. They basically have no hurtbox where her arms are, so it's an extremely good option while moving around if your opponent is anywhere below you, since it's really difficult to challenge from that angle. Choosing between the A and the B version depends on the situation - do you want to go forward or go backward? Using a puffball disallows you from air backdashing till you land, so it's extremely important to know which version of the puffball you want to use. Also note that puffballs' momentum changing is affected by what jump you are doing, so doing a dash jump puffball can make the A version puffball go way ahead and the B version puffball barely move backwards if at all.
Pit (j.22A/B/C) can also be done indefinitely in the air (this is where the concept of pit loops comes from). All versions make you float slightly upwards and backwards, overriding all previous momentum. This is great as a brake in the air, so you can just pause and make yourself not land on a potential anti air, which is great when you're air teching and you've used up all your movement options and someone's making you land onto a normal for a ground to air combo. Pits have great recovery and let you keep all your movement options so they're great to just move around with, and they also have the added benefit of activating and putting the opponent in huge amount of blockstun if you push them into pits while in blockstun.
Pillars (j.214A/B) are similar to ground pillars, except done in the air. They're a great way to protect your landing if someone's running towards you to anti air you out of the air, but if someone jumps over the pillar you're in deep trouble because you are in full recovery till you land AND you have extra recovery when you land. They're also good to bully opponents who like to stay on the ground from far, though this is Melty Blood so you wouldn't find players like those often.
Offense
FVAkiha's offense is extremely potent, with F moon's standard extremely good frame data coupled with a really fast dash that allows her to tick throw very well.
Pressure
Erryfing is + on block yo.
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
She set the knock of the down of teh real nice.
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.
Air puffball
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
|
Illuminating Judgment: Fire Curtain 「赫訳・火帳」 - J.236ABC
|
Illuminating Judgment: Maple Leaves 「赫訳・紅葉」 - 623ABC
|
Piercing Moon 「月を穿つ」 - (J.)214ABC
|
Illuminating Judgement: Enticing Lull 「赫訳・誘凪」 - (J.)22ABC
|
Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
|
Another Arc Drive
Crimson Lord: Uncountable Pureness 「赤主・遍生」
|
Last Arc
Crimson Lord Uncountable Pureness: Scarlet Banquet's Good Hill 「赤主遍生・朱宴ノ良坂」
|