Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Crescent Moon
Additional Resources
Players to watch/ask
JP:
- Sola
- Niiya
NA:
- Cadenza - found in Main melty discord server
Overview
*Strengths |
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Weaknesses |
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Introducing C-seifuku Akiha, One of the top tiers to exist in MBAACC. The character by nature can be played however you would like, but rewards those who gravitate towards a defensive zoning style. One of the main reasons is that she has the incredible tool at her fingertips(literally) Called "Soko De". a move that materializes a flame pillar that is AUB and what's more is that it can be jump cancelled on Whiff, Hit, and block. Its a move that minimizes and sort of risk on C-seifuku's part to great lengths. With that in mind, it means that she can fish for a hit with j214A/B and then can corner carry off of any stray hit at any point in time. She quickly turns from a zoning, defensive styled character to an oki setplay in the corner. She has a total of 4 lows that all have to be correctly shielded and one of the lows is +1. Her normals overall are great as 2C is a decent poke against hyper aggressive players that dash in mindlessly, j.A is a multipurpose tool for dealing with foes that are in A2A and overall just an excellent rising normal option, j.B is an excellent move to use if someone is clearly above you where your specials won't reach and is also good as a rising button to fish for counter hits if you feel the opponent is trying to approach you from the air.
Sadly(or thankfully depending on what side you're on) her main weakness is that while j214A/B is powerful if the opponent knows the vectors in how she will apply the special it becomes more of a detriment if you use it too liberally without paying attention to the screen. SO while your particular special is that powerful that it can quickly turns the tables in your favor, blade as any, is better when its in its sheath. if you can get over the quirk of the char's lack of repeatable A normals, the character is a robust, strong top tier that has very little problems with answering to the issues that the cast throws at her.
General Gameplan
Her gameplan is very straight forward. She bides her time being defensive in neutral and poking with her special move j214B and otherwise obstructing the opponent's path to get to her. That's not to say she doesn't have up close to fight either. j.A is a very good button for using an A2A and as a rising button in general for CH fishing. It can also set up air tick throws and on Non counter hit goes into her combo sequence. It is important to learn to TKj214X, when to do it and when to not use j214 but j236B as those two specials combined in your gameplan really makes fighting Csei a nightmare for a lot of characters.
Neutral
In neutral, you have plenty of tools at your disposal. Lets go over the important ones that C-seifuku will use a lot. j214A/B Soko de, a versatile special that allows for incredible + frames to start your offense. It is also AUB and jump cancellable on whiff, block, hit. In neutral though you will primarily use j214B and think of it like its fishing. if j214B catches you can reel in your reward, a combo from halfscreen! This is all without actually having to interact with opponent up close a very strong special.
j214A is generally used whenever you need to cover your landing after a double jump use or to get more + frames in your pressure. one thing to note is the one important thing to note
If you used up your two jumps then j214X, you are in helpless state until you land
Generally the logic behind using j214B is using it as the opponent either committed to a special that is grounded, for example ciel's 214X or when the opponent is approaching from fullscreen to halfscreen range. Times you can also use j214B is when the opponent is retreating via backdash or air backdash. When using j214B its important to know when to TK it or not. TK214B allows for a safer poke in neutral and you are not as prone to predictable placements as much. Of course when you land a hit you can then confirm and corner carry into setplay!
As powerful as that move is you may want to alternate your choices in the air. such as using j236B, a horizontal ribbon that is perfect to balance out using j214B. Think of it like this in a lot of match ups where characters thrive off of playing the ground game, use j214B, but there are characters with privileged air options that's where your j236B comes into play. its essential that you learn the importance of j236B that while it doesn't grant a combo like j214X, it does make it harder to approach C-seifuku from the air and is safer to throw out if you noticed your opponent's approaches are becoming aggressive. If they are a bit too close for j236B to use safely, you can also use rising j.A and overall use it whenever you scouting in the air other than using j214B whenever someone is approaching predictably. Converting from j.A counterhit is a common thing as well for C.Seifuku and also corner carries.
Now that isn't to say that she doesn't have good ground game either! She is incredibly fast given the nature of her dash and if you feel as though the opponent is hesitant or even in some match ups like nero or c roa you can then quickly switch from a defensive play style into an aggressive one using dash 5A into combo or dash jump j.A CH or dash jump j.AAAAAAA for an air tick throw set up. If someone is also approaching from the air you can attempt to do a dash under 2C.
Play according by the match up or player, these are just a few common rule of thumb to play by.
Combos
Be sure to check this article about C-Seifuku: https://drunkardshade.com/2015/08/21/melty-bits-c-seifuku-akiha/
Normal Combos
- 2A 2B 5B 6B 5C 2C 6C j.BC airdash j.C {j.BC throw / j.[C] j 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.22A/C / (corner carry)j.[C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] ) 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. The best option is to do the corner carry version as your Bnb also the corner version is your best option after a command grab.
- 2ABC 5C 214A j.BC 9 [j.C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] 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.
Mid-screen overhead combos
- 5[C] 2C 6C or 6B [j.BC j.BC throw/ j.AC j.AC throw]
- This mid-screen combo is the easier one to do. If you can't hit the other combo, you should be able to get this one.
- 5[C] 2C 2A (whiff) dash 214A j.ABC(possible to j.BC but j.ABC is more stable)
- This mid-screen combo is good but hard to do because of timing. Practice this on everyone so can get that timing down.(May be possible to use 5B whiff cancel)
5[C] 2C TK j.214B IAD j.[C] j.AAB (land) j.BC j.[C] j.22A/C This mid-screen combo is good but hard because the IAD a little bit.Tested to work on Nanaya, VSion, and WLen.(corner carry)
Corner Combos
- 2ABC 5C 214A j.BC 8 [j.C] j.A (whiff) late j.214A (land) 214A/623B j.BC j.[C] 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.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.
- 2A 5B 2B 6B 5C 236C 6B 5C 2C 6C j.ABC j.[C} j.22A/C
- Combo that uses meter and results in high damage. Go for j.22C if you're in MAX, but otherwise it probably is not worth the 200% meter
Command grab combos
- Without pit up, any of the standard combos starting with 2A work after a command grab. With a pit below them, it will automatically ignite when the command grab connects. In that case, use the following:
- 63214C (delay) j.BC 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.22A/C }
- Similar to her other combos, but with a different starter.
Airthrow combos
- These combos are possible off a raw (golden) airthrow.
- AT j.214A land 5C j.BC j.[C] j.AA/C
In corner you can do:
- AT j.214A land 214A j.BC j.[C] j.AA/C
Might be possible to do these with TK t.214A too.
Metered Combos
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Spacing
Move Descriptions
Normal Moves
2A
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5A
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2B
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5B
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6B
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2C
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5C
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5[C]
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6C
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j.A
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j.B
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j.C
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j.[C]
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Special Moves
Suigetsu wo Ugatsu「水月を穿つ」 - 22ABC
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Tori wo Uzukiru「鳥を渦切る」 - 236ABC
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Tsuki ni Egaku「月に画く」 - 623ABC
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? - J.623ABC
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Kemono wo Seisuru「獣を征する」 - 214ABC
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? - J.214ABC
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Suigetsu wo Ugatsu「水月を穿つ」 - J22ABC
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Arc Drive
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Another Arc Drive
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Last Arc
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