Melty Blood/MBAACC/Akiha Vermilion/Half Moon

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Combos

Be sure to check this article about H-VAkiha: https://drunkardshade.com/2015/08/03/melty-bits-h-v-akiha/

What makes this character easy and effective is that she gets okizeme from everything and can easily carry from fullscreen with any starter as long as you don't trip the opponent and her easy combos are just as effective as her harder ones. The starting string is almost the same for some of her combos, which will give you plenty of time to think which route do you want to take or if you want to spend meter. For this character, in my opinion, your priority for combo routes should follow this:

Okizeme > Meter > Damage

H-Vakiha's damage is a above average but not too amazing. Don't expect to do over 5k without putting effort.

You'll have to learn the infamous momiji loop, which, by the way isn't that hard. It's based on hitting an opponent in the air at certain height (ideally just before the opponent touches the floor) with your 623b so that opponent bounces on the floor just in time for you to follow with another attack. The certain heigh part is important, since you'll want your 623b to do all hits. There's also the 5bb route that will give you an easy damage air combo and is for the most part consistent, but it's mostly avoided since there are ways to get better damage and ending the air combo will leave you pretty much in neutral. You'll see it most of the time in the final repetition of the momiji loop, as a round ender.

Be careful about doing 5b early in your combos. It'll trip crouching opponents, in the same way as 2c, and will cause your 5c to wallslam if you're near the corner, costing you bounce counter and thus a momiji loop repetition.

Combos with grounded opponent

If you manage to hit the opponent out of 2a range, a bit near the limit of 5c (not super near the limit) you'll have to let 4c hit just once. If your 5a whiffes don't worry, just cancel it fast. Remember to not use 5a in your combos early in place of 2a otherwise you won't be able to do the 6aa combos.

Baby combos

  • 2a 5c 4c 2c 5bb -> air combo
This is the so called 5bb route. Since you don't get very much from the air combo it's not recommended. You also do it when you can't continue the combo because the opponent wasn't on the floor, but following with 4c instead of 5bb is recommended in those cases. Actually, I find it slightly harder than doing the easy momiji loop so it's not that easy.
  • 2a 5c 4c 5b 2c 623b -> momiji loop
The most basic string followed by a 623b, which if done near the corner will allow you to follow up with 2 momiji loop repetitions. The loop is optional if you're a beginner, but it's super recommended and I encourage you to learn it fast. Done at midscreen it gives you oki, which mostly consist of doing j.22b/a.
  • 2a 5c 4c 5a 6aaa 2c 623b -> momiji loop
You can do this combo from a farther position (about the middle of screen) than the previous combo and still be able to follow with a momiji loop. If you can do it then there's no reason to do the previous combo since it'll get you more damage and meter.
  • 2a 5c 4c 5a 6aaa 6c 66 (variable delay) 4c 623b -> momiji loop
This is your fullscreen to midscreen combo. You'll have to delay the 4c depending of how far you are from the opposite corner, if you're near the middle of screen cancel the dash into 4c as fast as you can so the 5c doesn't wallslam. If it does wallslam it'll cost a bounce and won't be able to do the last momiji loop repetition. Also the proration of the 6c is a bit high so you won't get as much damage as the previous combos. The dash after 6c is special because it's not your regular dash, that means you can cancel that dash into another.


Usual combos

  • 2a 5c 4c 5a 6aa 4c 2c 623b -> momiji loop
Not much to say. A tiny bit harder than it's previous version, mainly because 6aa 4c is a 4-5 frame link (Not sure about this).
  • 2a 5c 4c 5a 6aa 66 wait 5c 4c 2c 623b -> momiji loop
A more damaging version, also it gets you over 100 meter with a easy momiji loop. You'll want to avoid using 5c if near the corner, otherwise you'll wallslam. You can change the order of the 5c and 4c after the dash if you want, but it'll cost you a tiny bit of damage.


Advanced combos

If you're here then starter is up to you. Ideally it would be j.c 5b 5c 4c.

  • 6aaa 5b 2c 2a(whiff) delay 4c 623b -> momiji loop
This is even tighter than its easier version but gets you significantly more damage and meter. This is my preferred starting string. Since nero is a fatass that likes walk on the moon it's super hard to do it on him.
  • 6aaa 5b/4c 5c 2c 5a(whiff) 6aa (2c/4c or 2c->4c) (5c) 623b -> momiji loop
Probably the most damaging fullscreen combo possible. Moves between parentheses are optional and may depend on the character and or timing. The last 5c is not recommended (because of an unavoidable wallslam) unless 4c 623b doesn't combo properly because of height. I haven't been able to try it on more than 3 characters, since it's THAT hard, but it doesn't seem to be very character specific. Remember to do the 5a 6aa slowly. Here's how it might look like: https://www.youtube.com/watch?v=20RqxYq-h44&t=1420


Metered Combos

H-Vakiha doesn't use meter in her combos since it doesn't give her damage or anything useful. Actually, using meter loses her some damage. Since most of her ex-edges are more suited for setups, that'd leave you with 623c and 41236c, her Arc Drive. It's kind of funny that both of those are more used as reversals. You can replace 623b with 623c for meter management, that is, not reaching heat. You have to be careful with it because 623c is kind of finicky and tends to whiff some hits when you hit an airborne opponent. If you want to end the round and look cool just use 41236c instead 623b at the final of the momiji loop, although simply going for the 5bb air combo route at the end nets you more damage.

The momiji loop

Don't worry it's not very hard, it just happens to be a bit character specific regarding timing. Basically, this is what you do after you manage to do 623b near the corner. If manage to end up a somewhat away from the corner after 623b you'll want to proceed with 4c. I've heard ways of correcting the distance with 2b but I haven't found an effective one.

Baby loop

  • 4c 623b 4c 623b
This one is super easy and there's no way you can fail it. As always, it leaves you with the amazing corner oki.

Regular loop

  • 4c 2c 623b 4c 2c 5bb 623b
You'll want to delay a bit your 4c sometimes so 2c hits. And after 2c hits you'll want to delay the 623b (so it hits the opponent just before touching floor) so it hits all of its hits. It's easy to do it as much as it's easy to fail it because of a character specific factor. Doing 5bb at the is not seen very often but it makes you look cooler and gives you more damage and meter, also it's quite easy.

Optimized loop

  • 5b 2c (2a)(whiff) 4c 623b 5b 2c (2a)(whiff) 4c 623b
a.k.a. the one preferred by the japanese. 5b is a significantly harder link, 2-4 frames (depending on many factors), since it's not buffered like 4c. 2a is optional and maybe required against some characters, see nero. Also, you can replace it with a 5a, if you happen to hit the opponent with that it gives you a bit more of damage and wont't mess up your loop.

Optimal loop (?)

  • 5b 2c 5a(whiff) link 2a 2c 4c 623b 5b 2c 5a(whiff) 6aa 2c 4c 5bb 623b(2)
This one is quite hard but does maximum damage and is guaranteed to get you to heat. If you can't do the second rep (because of wallslam and the like) just do the second rep instead of the first one, for example after confirming a 6c. Have a video for reference https://www.youtube.com/watch?v=20RqxYq-h44&t=1012

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

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

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - 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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