Melty Blood/MBAACC/Akiha Tohno/Full Moon

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Character Page Progress

This page is still a work in progress renovation-wise, 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.
  • Move Descriptions:
    • Finish listing all remaining moves.
    • Add missing details to pre-existing frame data.
  • Page Renovation
    • Adapt Special Moves to Last Arc sections to the new template, add frame data, hitbox images and descriptions.


Additional resources

F-Akiha combo compilations not shown on wiki
Match Video Database

Players to watch/ask

JP:


NA:

  • Cadenza/Index - Found in main melty server
  • Pluot - Found in main melty server
  • KFL - Found in main melty server

Overview

Strengths Weaknesses
*Strengths
  • Strong corner pressure
  • High health
  • Good abare tools
  • Good zoning
  • Can dash block frame 1
  • Plenty of Initiative Heat options
  • Good low/throw game
  • standing low
  • good setplay
  • good Air normals
  • Has fuzzy overhead set ups
Weaknesses
  • Slow ground speed
  • Can be meter intensive at times for her better pressure/ mixup options
  • Low damage midscreen
  • Requires attention to spacing when combo routing for her set ups to work
  • Needs pit to convert off of her fuzzy overheads
  • A lot of her specials go away on hit,block
  • Requires a competent level of button holding when playing her
  • Poor reversals
  • Noticeable recovery frames on 214B

F-Akiha, a character known primarily because of G01, is one of the main protagonist of Melty blood. F-Akiha specializes in controlling space with her usage of 214B for the ground approaches, 22A/B/C for the air approach and j236B and j236[B] for the aerial portion of the game. What you may see her for is the ability to lock down the opponent and make them choose the decision that the respective Akiha player wants them to choose. Akiha can serve in multiple ranges thanks to her blessed close range buttons such as j.A, j.B,j.C 5A, 4C, 2C and her mid-range to full screen tools such as 22A/B/C, 421A/B/C, 214B. while she doesn't deal high damage midscreen the same could be said to opponents that hit her since she has a high amount of health and on top of that during the 25% modifier, if she ih during a combo, she gains all red health and has the the damage modifier to fortify her command on the life lead and even set up a checkmate situation.

In the corner its a much different game when she gets you there as you are now subjected to a simple yet strong low/ throw game as she enforces her presence with 22A, pit. the block strings are ambiguous and be rather long that opponent at some point will take a risk or else face even fuzzy overheads that chip away at the opponent's health as does pit. She is indeed a strong character that rewards players for managing their space, health and most importantly, time as it will factor into a lot of the F-Akiha's decisions at every point in the match. Truly a character that one can start with and as one goes through the basics can uncover the more intricate parts of the character and grow with them.

General Gameplan

As F-Akiha, you are slow in both ground and in the air, however what you have at your disposal is the ability to control the pace and space of the match via your specials to dictate how you want your opponent to approach. In a lot of matchups F-Akiha gains a lot of incentive to sit back, find space and 22[a] since you now weaved a negative edge fire pit to protect you from direct frontal approaches. 22b and 22c usually are just strictly quick released to quickly check someone approaching the pits' ranges, but there is merit to it being held if they respect the space enough as 22A/B/C grow taller over time and even after a certain point, AUB. From there you can now throw out 214B more safely to cover the ground vector that opponents will try to invade. You can also use 214B to approach safely if the situation calls for it. F-Akiha's air movement is spectacular in the fact that j236B and j236[B] stall her air movement and cover the space below her like a wall. She can air dash after doing either of those respective specials which is excellent again for covering her airdash j.C approaches. If you feel as though you cannot safely approach whether its due to the opponent not committing to anything or j236B didn't make them block then you are free to airdash back or use your second jump if you kept it. Scouting the pace of the match via jump, jump drift and sdj to hover above the opponent is greatly encouraged in conjunction with these tools.

F-Akiha meter wise always want to be at a spot where she can be at max at a short notice so she can take advantage of IH'ing her red health back and by extension stealing by rounds via time out by life leads. Fortunately there are plenty of reasons to use meter and ways to build meter.

Neutral

F-Akiha can operate at a lot of spaces and it depends on the match up on which you need to do in order to make the match go in your favor. If the opponent lets gain a decent amount of space you can aim to set a 22a like so. otherwise in many situations you will be in the air aiming to be above your opponent looking to airdash j.c and if there isn't a safe point to do so then using j.236[b] to scout out the situation before committing to an aggressive approach is also one of F-Akiha's best options to do.

Other than being in the air she can force approaches by doing 214B, if they jump back you can now set 22a to deter aggressive players. Versus more competent patient players, you want jump, sdj and play around you j236[B] and j236B as they stall your air momentum while also producing a hitbox this is usually around midrange. Upclose you then use your tools such as j.A which is a quick A, air normal that goes in front of her and is perfect for counter hit fishing with. If there is someone above you or someone getting too aggressive that you can't set 22a reliably then rising j.b is another tool to use. Afterwards on an air ch your pick up generally 2C 4C into the corner carry(3rd) combo found in Normal Combos

With F-Akiha you want to carefully choose between using both your jumps or your airdash but rarely both. its important to understand this because after j236B and j236[B] you can act out of it but you cannot use movement when you already used it up. so be sure to have it just in case you need to retreat or go on the offense in the event you have them block ribbon. aside from using ribbons and such let me explain the movement options that F-Akiha has at her disposal.

Jumps
You have forward jump, neutral jump, back jump, super jump, double jump, Super double jump and Drift. most of these are simple to understand except for air super jump and drift which are vital to a lot of the melty cast, but are extremely important for F-Akiha. Forward jump is of course to invade space, its a fundamental tool to move forward, while super jumping is augmented aerial momentum while moving forward, essentially a more aggressive form of forward jumping that is useful for F-Akiha especially since she has slow ground and air speed . Neutral jump is as it implies, you do not invade space nor do you gain space by retreating with back jump, normally used to monitor the situation before determining the next action.Back jump is to gain space when things are a bit too heated up close. The fascinating things about melty is that although if you used forward jump initially, or back jump or neutral jump, you can then use double jump in either of the following ways and can now rewrite the purpose of your aerial movement

  • Forward
  • Back
  • Neutral

Now that the basic explanations of those movements are covered we can now move on to air super jump and drift.

Double Super jump
Here under the Movement and Metagame sections explains how to do it and this movement option is important for F-Akiha cause under Normal moves if you take a look at j.C and examine its hitbox its really easy to understand exactly how good it is as a jump in button and is extremely effective when you're right on top of them. Super Double jump allows you to get that elevation over the opponent to use it. its also a good spot when you want to use j236[B] if someone is attempting to pursue you.

Drift
This move is also Here under Neutral jumps which tells you how to do perform drift during neutral jump. This movement allows you to subtly move forward or backwards think of it as a soft decision to move forward or backwards as opposed to forward jump or backward jump which are easier to determine. this allows you to safely move forward or backwards for F-Akiha while not committing to a full forward jump or back jump which means you can air dash forward or backwards in a more precise minute way in case you need it. this can also be done during your double jump which is nice for monitoring the pace of the match in a safe fashion.

Ground mobility
Now just because F-Akiha has sluggish ground speed doesn't mean that she's terrible on the ground. on the contrary she has a decent 5A, 2C and 4C that allows her to play the ground game a bit. if you look under Normal moves and take a look at 5A, 4C, and 2C you will see that 2C low profiles which makes it excellent to dash under someone's aerial approach and hit 2C. you can even punish poor jump ins with 2C as well. the same can be done with 5A, but you have to put out 5A preemptively, not reactively in order to stuff or trade favorably with aerial jump ins. 4C is a fast command normal that is active on frame 8, a command normal that as fast as a B normal and launches on 1st hit. Its a button commonly used for many situations and dash 4C is one of them to deter ground approaches and ultimately lets you corner carry into F-Akiha's best position in a match.

Pressure/Okizeme

F-Akiha is unique in that, not only does she have really good frame data on her normals (thanks to being an F-Moon character), but she also has access to multi-purpose tools such as j236A/B, 22A, 214C, and on some occasions 421A, but let's talk about 22A and the importance of it.

22A

22A, nicknamed "pit", is a special that can either be pressed or held. When you hold 22[A], you can release the button to activate the pit and have more frame advantage. This in turn makes the opponent wary of being put into F-Akiha pressure, as the mindgame revolves around when she will release the pit. The longer she holds it, the higher the level it achieves and the more + frames she will have to continue her offense.

Her most commonly used pits are level 1 and 2: level 1 is for traditional pressure, while level 2 is generally seen after a 22A 623C OTG pick up, or when you do a j2C ender, 22A~[C], and grabbed and still held the pit. Level 2 pit is used for fuzzy overhead mix ups. At the core, F-Akiha is mostly a low/throw character, with fuzzy overheads once a set up has been conducted, or when enough respect has been made through establishing ambiguous pressure thanks to 22{A}, 22[A], and 22A. Start with the following blockstring for pressure:

  • 2A, stagger 2A, 5B 22{A}
  • 2A, stagger 2A, 5B 5B 22{A}
  • 2A, stagger 5A, stagger 5A
  • 2A, stagger 5A, stagger 5B 22{A}

This simple little sequence allows Akiha to run back in after a half-charged 22{A}, and do 2A 2A. You want to make the most out of your 2A staggers (as they are +3 on block) and 5B, a standing low that is -1 on block which is important to keep in mind. Once you established pressure that they will block long enough, you can now attempt to do grabs after 22A. Once you get a grab, the post grab options are

  • grab, 22A setup
  • grab empty jump low/grab/airdash high
  • grab 421A into empty jump low/high or grab

More ideas include doing an IAD after 2A, so here's a few examples you can do:

  • 2A IAD j.B/j.B, 2A
  • 2AA dash IAD j.C, IAD j.C/dash 2A
  • 2A IAD j.C dash grab
  • 2A 2A TKJ2368A
  • 2A IAD j.B dj j.C j.236B, falling j.A

The concept to doing these is that 2A into grab is what leads into those situations. People may try to mash or OS, so depending on how you stagger, you may catch the mash with your stagger 2A's. If they are patient and look for a redash, that's where your IAD j.C comes into play, and you can collect your CH jump-in reward. Again, these are just some of the basic pressure, ideas and some of the more advanced ones will be covered in #Advanced techniques. The important parts is that your main source of pressure comes from placements stagger 2A, stagger 5B, 22A and grabs.

Pressure extensions

Typically with F-Akiha pressure, you normally keep your pressure around your B normals usage, but there are times where you may use delay 5C to catch jump-outs. Normally, this would halt your pressure and give your opponent a chance to escape unless you have meter, and that's where 214C comes in. 214C is AUB, multi-hit, and induces full untech on the last hit. So in case you need to extend pressure because you used 5C in your pressure, it would go something like this

  • 2A 2A 5B, delay 5C 22[A] 214C

From there, you can still pretty much use whatever you would like, since you are still holding pit underneath them. The pressure examples are decent starters, but this is Melty Blood, so make sure to lab out some more ideas with what to do with your normals and specials, since she has a lot of room to be ambiguous.

Mix ups

Aside from what I listed as the post-grab options, there is one thing I would like to mention. F-Akiha after a j2C ender into 22[A] is only the start of wonders for her mixup, since, again, the primary mix ups are when she releases, and expanding upon that, let me list the options for post j2C enders:

  • super jump empty low/ airdash j.C for delayed high
  • 22A~[C], grab
  • 22A~[C], dash jump to beat mashing and osing
  • 22A~[C] [release] for meaty
  • 22A~[C] airdash j.[B] [release C] dj j.C [release]
  • Airdash j.A(whiff) into low

The one bullet point bolded is something that needs to be expanded on a bit further. After j2C ender and you set down 22[A] and manage the grab, you have two options following a successful grab. Either you release the pit near the end of the grab animation. The first choice is to get damage and from there after that sequence you can either do 22[A] again to loop the sequence (careful, some chars can wake up throw you because pit is not positioned on top of them like this or if you want to be safer, you can do 421A into a meaty 2A for pressure or 421A and do either a empty jump low or an airdash for a delayed high mix up. The interesting part is when you choose to keep 22A~[C] held. It then allows you to do the following mix up:

  • Super jump, j.[B] [release C] dj j.C [release pit] (requires pit to be level 2)
  • Super jump J.B 2B
  • Empty Super jump [release pit] 2A
  • Super jump [release pit] airdash j.C
  • Empty super jump grab

One is a fuzzy overhead and the second is an overhead into low. Once you conditioned them to block the fuzzy overhead, you can now use the second option to yield more damage than the first option. The rest are self-explanatory.

Another way to set up this just-mentioned mix-up is using the following OTG pick up:

  • 22[A] 623C (during the animation, [B] [release C]) j.A, dj j.A j2C

Advanced Techniques

There are some things that as F-Akiha you may want to learn. One of them is being able to switch buttons to hold when you do 22A

What I mean is that you can hold the pit with any button for examples

  • 22A~[C]
  • 22A~[B]
  • 22[A]

these are the three input valid ways to hold the pit but you can do more with that if you would like right after as long as you hold another button and then release the previous button usually done during a special move, here’s an examples

  • 22A ~[C], 214[B] [release C]
  • 22A ~ [C], 2AA 2[B], [release C]

These are basic notations but should illustrate concept which is that you release the C button that you used to hold the pit and replaced with it with hold B. The reasons while you do this will be covered shortly but its important to think of this concept in mind because it then opens up more mix up opportunities that are now meterless and don’t need a grab once you have your pressure established. This concept will also give you more expansive pressure as you move along with the character.

Advanced blockstrings

Now that you’re at this point, Its time that we go over something that once again is unique regarding 22A and projectiles overall. 22A negates pushback on your normals when you release it as you press a normal move. So regularly, when you do something like 2AA 5B, you get pushed out, however say you have 22[A] on deck try doing this for proof of concept or watch

  • (with 22A~[C] already set) 2AA 5B [release pit]

An even easier example is to do the following

  • Grab meaty 5B
  • Grab, 421A 5B

If done right you will noticed that after 5b you’re still close to them. Its because the game detects push back by the nature of the attack so normals are part of the character while projectiles are independent of the char so if your normal attack is then followed by a projectile, in this case, F-Akiha’s 22A or 421A, you won’t get pushed out.

What this then means for pressure is that once you have set down 22[A] you can something like this

(with 22A~[C] set)

*2AA 2[B] [release C] 4C [release pit] 22[A] *2AA 5B [release pit] 22[A]

This is just a few of these examples but one can picture the concept for what F-Akiha can do and be creative with her block strings to make it near seamless. That’s not all you can do if you got pit set you can even convert off of your mix ups meterless now. Typically respect is needed for this to work and fortunately, after j2C ender into 22A they may already be in fear of pit being released as a meaty so now you can do the following

(with 22A~[C] set)

  • Airdash j.[B],release [C] dj j.C [release pit]

One last thing that’s unrelated to the topic of 22A is using the following starters

5A 3C

This is used to counter jump outs. On hit you do

5A 3C, HJC, j.a j.c dj j.AA j2C, 22A

the problem is what if its blocked? You can actually os the scenario by doing either

  • 5A 3C 8,22,A
  • 5A 3C 8, 214B 214C

the first one lets you keep pressure and checks for mash and then you can check the again with 4C which combos if it counter hits. The second one you do not get to set down pit, but this catches jump outs 100% guaranteed and gives a combo if it hits you can still do pressure afterwards.

Defense

In the corner:

Ok, so you’re in the corner as F-Akiha. To be frank, you don’t have as many reversals as you would like to have, but you have the following on wake up.

  • Shield
  • 623C
  • Backdash

Each single one of those choices are rather specific for the course and 623C while it is a dp, you can OS it easily if you are H and F moons. That’s not to completely void the usage of it on wakeup, but know that most times you are better off blocking instead. This now brings to defensive ideas, while her wake up options aren’t that good, her abare is pretty robust for the course. Since you’re F moon you can also ex guard to create enough space and use your 8f command normal named 4C to challenge a redash that’s one option you can do along with 1A~D since she has a 2A that is active on the 5th frame that can also challenge dash ins as well. These are direct challenges that are options to F-Akiha. One thing you can aim to do ex guard or guard till the opponent has exhausted their options for offense and attempt the jump out and the super double jump out. There’s really not much to it other than that.

In neutral:

If someone is approaching from the ground and you cannot get a 22A or 214B out in time then use 4C to stop ground approaches if it hits carry on to the corner carry route if need be. if someone is iading at you, you can also 22a and quickly release to get a trade in your favor, use 2C 4C on an air CH and proceed to use the corner carry route to put them in a position where they subjected to 22A after j2C ender. if 22A will not work then you can also use rising j.A for a CH fish, you can use rising j.B if they are clearly above you or you can dash under 2C 4C as long as they don't have a cross up jump in normal.

That should cover general defensive ideas F-Akiha can practically use if need be.

Combos

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A/5A) 5B 5C 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Generally the starter that you have; if the opponent is on the ground and you get a ground poke, you can always go along this route. From max range you may have to adjust the combos.
Corner starter, grounded opponent
  • (2A/5A) 5B 5C 6C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is the corner starter route to use
Normal starter, grounded/Airborne opponent
  • 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Generally the starter that you use; if the opponent is on the ground or if the opponent was jumping out, you can always go along this route. From max range you may have to adjust the combos.
Normal starter, grounded opponent, Air CH
  • 2C,4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Generally the starter that you use; if the opponent is on the ground or if the opponent was jumping out, you can always go along this route. This starter is also used generally if you scored an air counter hit.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A 5B 5C 4C (jump cancel),(j.aa/j.B) j.C dj j.B j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic midscreen combo ending with an airthrow. This ender isn't actually used much thanks to j.2C, but if you really need the damage to win the round, you may want to use the airthrow after all. Some characters require hitting with j.A once or twice instead of the first j.B due to odd hitbox or distance.
Normal starter, grounded opponent
  • 2A 5B 5C 4C (jump cancel) j.A j.C sdj/dj j.C j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Mostly the same as above, but with j2C as the ender as now you have a knockdown where you can possibly set up 22A. depending on the height you may need super double jump to make sure that j2C hits. if you can do this combo then there's little to no point in using the combo above unless it closes out the round
Normal starter, grounded opponent
  • 2A 5B 5C 4C jc j.AA airdash j.AA sdj j.A, slight delay j.A j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
One of F-Akiha's most important combos to learn because it carries her and the opponent to F-Akiha's best position, the corner. This combo has situational changes based on getting the most optimal position to set down a pit(22a). This particular combo carries about 80% of the screen. sometimes if you want need to tailor the combo you omit the slight delay part and simply press j.A j.A j.2C in order to position correctly for 22A
Normal starter, grounded opponent
  • 2A 5B 5C 4C jc j.A airdash j.A sdj j.C, j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Another One of F-Akiha's most important combos to learn because it carries her and the opponent to F-Akiha's best position, the corner. This combo has situational changes based on getting the most optimal position to set down a pit(22a). This particular combo is used if you're midscreen to corner.
Air Throw Starter
  • Air throw j.236A/j.236B 4C (jump cancel) j.A airdash j.A, sdj, j.C j.2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
combo from gold airthrow.
Shield Counter
  • 236D 2B 5C 4C jc j.B j.C sdj j.C j.2C or 236D 2B 4C, j.A j.A airdash j.A dj j.A j2c
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Shield counter combos the first one is for damage, the second is for corner carry if needed
Normal starter, grounded/Airborne opponent
  • 5A 3C, j.A j.C dj j.A j.A j2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is particularly common to use when in the corner which will be covered in the "Pressure" section as to why. this is to guaranteed time to set up 22A after j2C.

OTG Pickups

Condition Notation Damage
vs V.Sion
Notes
Corner or near the opponent,
  • 623C, j.A j8 j.A j.A j2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
this otg is rather important for F-akiha as it salvages the corner for pit set ups
Corner OTG
  • 22[A/B] 623C(during the animation [B],[release A if you did 22A, disregard this part if you did 22B 623C] j.A j8 j.A j2C [A] [Release B during j2C animation]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a bit advanced since it requires you to quickly set 22[A] and quickly ex cancel to 623C and then switching your button hold but it allows F-Akiha to set up her double overhead vs delayed overhead vs empty low mix up
Corner OTG
  • 2A 5AAA 5B 2B(1) 2C (421A/22A, 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
this is an OTG that F-Akiha uses, you use 421A in case they neutral tech to keep them in check, you used 22a, 236c as that catches all techs. if you don't want to spend the meter you can stop at 2c and if they forward tech you can punish with 5b into corner carry.
Corner OTG
  • 2A 5AAA 4C(1) 623c, j.A j8 j.A j2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
similar to the first one except you're tacking on a few hits for meter gain and damage
Midscreen OTG
  • 22B 214C Dash 2C, 22[A]/ Dash 5C 623B, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This OTG is used after j2C ender when you haven't fully corner carried or you absolutely want to be right next to the opponent to set 22A. dash 2C is when you have them fully in the corner and want to be in the best position to set pit, while dash 5C 623b will fully push them in the corner if they are not already there and you still have time to set down pit.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Corner Specific, grounded opponent,
  • 5B (5C) 6C 214B xx (2A/2B) 5C 6C TK236[B] j.A j.C dj j.A j.A J2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The usual corner combo route that F-Akiha will be using whenever you land a solid hit via stagger or iad. 2B is a tighter link than 2A and yields more damage if you can link it reliably the 5c may whiff depending on your distance, if you are not sure then omit the 5c and do 5b 6c instead. her highest damaging corner combo meterless that gives set up for 22a.
Corner Specific, grounded opponent,
  • 5A 3C HJC j.A j.C j8 j.A j2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A combo that is used if you used 5a 3C to counter a jump out attempt
Corner Specific, grounded opponent,
  • 2A 5B 5C 4C j.AA airdash j.AA j.8 j.A j2C 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
corner combo to make sure they are in the corner while ensuring you get 22A set up
Needs level 2 Pit
  • j.B dj j.C [release pit], j.A j.C j8 j.AA j2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Fuzzy route overhead route
Shield Counter
  • 236D 2C 6C TK236[B] j.A j.C j.8 j.C j.2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A little more damaging than the midscreen shield counter combo. You can go into this even if your back is to the corner by dashing under the opponent following a successful 236D.
Air Throw Starter
  • AT 2A 5C 6C TK236[B] j.A j.C j.8 j.C j.2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Nets a bit more damage than the midscreen airthrow combo.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Corner Specific, grounded opponent,
  • 2A 5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C IH (slight delay) j.C land j.A j.C sdj j.C j.2C, 421A, 41236C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Initiative Heat combo for when you're at MAX. Hit A+B+C to IH right when j.2C hits and delay the j.C afterwards slightly, preferably to right before they hit the ground. Jump immediately after landing and continue In addition to recovering red health and getting additional damage, It set ups 421a, 41236c, her arc drive that is a cmd grab that also snatches airborne opponents in the first frames of their jump.
Corner Specific, grounded opponent,
  • 2A 5B 5C 6C 214B 2C 214C 5B 5C 6C TKj.236[B], j.A j.C ,dj, j.A j.A j2C, 22[A]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A route that involves using 214C, the 2C is a link and most times you will find yourself using this combo when your staggers hits the opponent or and iad gets the opponent. you have the option to do another 214c by doing 2c 214c again into a similar sequence shown in the next combo.
Corner Specific, grounded opponent,
  • 2A 5B 5C 6C 214B 2C 214C 2C 214C 5C 6C TKj.236[B], j.A j.C ,dj, j.A j.A j2C, 22A~[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A route that involves using 214C two times. Basically a combo you can use if you are somehow in max and don't need to IH so you can keep 100% meter by end of the combo route, one of her highest damaging combos in the corner.
Midscreen, grounded opponent,
  • 2A 5B 5C 4C, j.A j.A airdash j.A j.A, sdj, j.A j.A j2C, 22B 214C, dash (5C,623B, 22A~[C]/2C, 22A~[C])
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This route is metered for either corner carrying fully. After j2C you otg with 22B 214C. you then choose your ender based on what's the screen position, if you need them to be absolutely be in the corner then do 5c 623b. if they are already at the corner then you dash 2c into 22a for maximum frame advantage after knockdown.

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

2A
Fakiha 2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - Absolute: 3.0% SE, SP, EX, (J), N L - - - +3 Block -

description


5A
Fakiha 5a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Absolute: - SE, SP, EX, (J), N HL - - - +2 Block -

Standing jab. Reaches roughly about the same height as her Crescent/Half moon 5A.


2B
Fakiha 2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500+400 - Absolute: - SP, EX, (J), N L - - - +3 Block -

Standard low jab with a different animation. Has less recovery than a regular 2A and is actually +3 on block.


5B
Fakiha 5b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - SP, EX, (J), N HL - - - -1 on Block -

Totally different move, she hits low with a shin kick. -1 on block. Although it hits low, it can be shielded high.


2C
Fakiha 2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N L - - - Hard Knockdown

-1 Block

-

Has a different animation from her Crescent/Half moon, seems to have a smaller hitbox but its possible to still anti-air with it but very risky.


5C
Fakiha 5c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - -3 Block -

Moves her forward momentum and wallslams airborne opponents.


3C
Fakiha 3c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - Launch on Hit -

Once again this move is borrowed from her Crescent and Half-Moon counterparts, it's the animation from the follow-up portion of 5BB. Has some excellent vertical range. Can be super jump canceled.


6C
Akiha 6c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

Akiha lifts her leg forward and places her foot into the opponent. Keeps opponent stationary when hit can only be special canceled.


4C
Akiha 4c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - Launch on Hit -

Has the same hitbox as her other moons but in Full her 4C will launch grounded opponents. It can also be used to beat pokes if timed correctly.


j.A
Fakiha-ja.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

Jump jab, this attack angles upwards/forwards


j.B
Fakiha jb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

A jump kick, this attack also angles upwards. Also looks like it can cross-up in some situations. A good move to air-to-air with.


j.C
Fakiha jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

The amazing j.C, nice priority and huge cross-up hitboxes. Angles downwards


j.2C
Fakiha j2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - Relative: - SP, EX, (J), N HL - - - - -

No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and knocks down airborne opponents. Also, the hitbox of this move is really misleading, as it doesn't hit above her, or even in front of her at all. It pretty much only hits below her. So in combos, a super double jump will almost always be necessary to get Akiha at the right height for j.2C to connect. Can be blocked high or low.

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.


General
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