Melty Blood/MBAA/Akiha Tohno (Seifuku)

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Name:   Akiha Tohno (遠野秋葉)  —  Nicknames:    "Little sister" <br\><br\> Voiced by:   Hokuto Minami (北都 南)  —  Type:   Human, Half-Demon   —  Gender:   Female <br\><br\> Birthday:   Sept 22   —  Sizes:   - / - / -  —  Height:   -  —  Weight:   - <br\><br\> Eye Color:   Blue  —  Hair Color:   Black

Introduction

Akiha Tohno, the young head of the Tohno family, attends the prestigious girls school Asagami Private Girls Academy. Despite her busy everyday life as the head of the Tohno family, she enjoys her student life. Liberated from her duties as the head of the family, she seems much more like the young girl she is now.

A new addition to Melty Blood. Seifuku Akiha is much more mobile than her normal self and has a different set of moves. Seifuku is somewhat angular but is very adapt at rushing down or zoning depending on what moon system that you choose.

Stage:

BGM:

Crescent Moon

The style that plays more of the "middle ground" of the 3 moon styles. Her rushdown ability isn't not as great as her Half form but she can do decent if need to be. Her zoning is good enough to put her above Half but is around the same range as Full. Then there is her okizeme game which is above both Half and Full but not by a large margin. A hard to use character but can be a great character if used right.

Normal Moves

5A [Low]

Standing low kick. It is not your normal "mashable" A type move. To compensate on not being able to spam this move into itself, it has an anti-A armor property slapped on.


5B [Low]

SAkiha does some kind of shin kick. One of the few 5Bs that hits low it would usually catch people if they are not cautious. Has some good range for a normal and is quite fast too. Keep in mind that the opponent has to shield this move high even though it hits low.


5C [Mid]

A kick to your opponent's face. Making up for its slow startup, it moves quite far. It also has this special property that if you do a dash and let the initial smoke clear then do 5C during that dash, it would go past you opponent and crossup.


5[C] [High]

Her only ground overhead, the charged version of 5C. It is a relatively long charge so mix it up with partial charge to catch people trying to take a risk. This overhead is also one of the few that can be reverse beated into other normals or use a special after on hit and block.


2A [Low]

Crouching low kick. Like 5A, it is not your normal "mashable" A type move. To compensate on not being able to spam this move into itself, it has an anti-A armor property slapped on.


2B [Mid]

A kick similar to 2A except extended further. Can be a good range poke but can not capitalize off it. Low shield move and combo filler usually.


2C [Low]

Standard sweep kick. It moves a decent for a sweep, throw this move out from a quick dash and it'll still move pretty far. Staple untechable knockdown hit or goes into another move for a launcher.


6B [Mid]

Looks almost identical to her 5B except goes a bit further and doesn't hit low. Decent poke, great combo filler.


6C [Mid]

Standard Akiha 6C that looks like a mean kick to the chest. It is a slow move but has more range than 2B and less than 5C. Could be used as a poke but it would not be great. Just use this move as a launcher like 2C 6C, otherwise this move is not very useful.


j.A [Mid]

A kick angled downward. Useful move if opponent is lower than you. Also the only A type move she has that can chain into itself.


j.B [High]

A weird kick aiming vertically higher than her other air normals. Good for when the opponent is above you.


j.C [High]

An air flip kick move. Slower than j.A but is a better air-ground move to prevent being hit by an opponent's anti-air 5A with the anti-A armor.


j.[C] [High]

The charged version of j.C. This move is all around good, except for the startup, as it will give an untechable knockdown on hit. Besides just hitting, this move can cancel into airdash, double jump, air normals, or air specials on both hit and block.


Ground Throw

Grabs the opponent and makes an explosion in her hand. One of the few throws that actually recieves meter if connected. Does a pretty good amount of damage for a throw.


Air Throw

Grabs the opponent and makes an explosion from her hands before throwing them down at an angle. Does a lot of damage as an air throw alone. Better off using j.[C] instead for better oki.

Special Moves

236A

Flametongue. Has a bigger hitbox than Akiha and VAkiha's. It can be used as ranged poke since it is completely unsafe at close ranges.


236B

A slower version of 236A. This version is relatively safe at any range but momentum will be lost if blocked.


236C

EX flametongue. With the biggest hitbox of them all and longest range, this move is good. If blocked then you will have a fairly large amount of advantage so you may reset your pressure if needed. If used in a combo, the added number of hits will affect the gravity and make the j.[C] follow up into a 22 pit impossible.


623A

She extends her hand like a flame rod diagonally upwards. Being air unblockable and relatively fast, it can be used for anti-air situations. Sadly though this move has no invincibility on it so be careful of using this move.


623B

Just a slower version of 623A.


623C

The EX version of 623A where it goes even further. The highlight of this move is that it has a huge invincibility startup, making it one of the best reversals in the game.


214A

Summons a flame pillar right in front of her. Despite that it is air unblockable, this move is not safe in any way at its range.


214B

Same thing as 214A but goes across half the screen. Also air unblockable so throw it out sometimes if you are in range. Decent zoning tool.


214C

EX flame pillar auto-tracks the opponent's position. Air unblockable, goes higher than 214A/B, and is very fast upon activation. This version can be used to punish anything from anywhere on the ground.


22A

Does a little jump back while setting a flame pit where she was. Has no effect until activated using any of the 22x series. Activation will cause an air unblockable pillar shoot straight up higher about as high as 214C, on hit will cause opponent to launch. It is also possible to use 22[x] to activate the pit, causing another pillar to shoot up after the first making it clearly advantageous on block.


22B

Same thing as 22A except the pit travels a character's length distance.


22C

EX flame pit. Same thing but auto-tracks the opponent and will cause two pillars upon activation without charging.


63214C

SAkiha's command throw. It does a side switch the other side of the opponent no matter where, even in corners. You can combo 5A or 2A from this if it was landed. Startup for it is slower than her normal throw. In this style, this will also activate any 22x series flame pits set. Depending on if 22A/B or 22C was used then it would activate 1 or 2 pillars respectively.


j.236A

Air flametongue pointing downward at an angle. Fast air zoning tool. Can use another movement after recovery but at certain heights.


j.236B

Like j.236A, can be used as a zoning tool but will be pushed back a bit further. Also can use another movement after recovery at certain heights. If TK'd, can bait most of the opponent's options and is relatively safe on block.


j.236C

EX air flametongue. Push back is similar to j.236A. A blocked TK j.236C will be frame advantage for some pressure resets. Also has movement after recovery at certain heights.


j.214A

Same as 214A but can cut the recovery when landing right after. Possible to use to catch some people sitting under you.


j.214B

Same as 214B, also can cut recovery from landing. Another zoning tool.


j.214C

Same as 214C, can also cut recovery upon landing. Like 214C, it can punish with its auto-track properties but now you can do it where ever you are.


j.22A

Air version of 22A. You can airdash, double jump, or throw another move after the recover is gone at a certain height.


j.22B

Same thing as 22A but uses 22B's flame pit setting distance.


j.22C

Same thing as 22A but auto-tracks like 22C and does the two pillars on activation too.


41236C

The Arc Drive. Arguably one of the best in the game. On hit, it grabs the opponent and does a decent amount of damage, also can be comboed into. On whiff, it causes a small explosion that does far lesser damage and could even be blocked. But the thing that makes this move shine is that this move is completely INVINCIBLE from startup to recovery.


41236C -Blood Heat-

Another Arc Drive. It is the normal Arc Drive except it does more damage.


Last Arc

Done by a ground EX shield during Blood Heat. Catches the opponent automatically on activation and shoots them with a huge flame beam. It does a decent amount of damage. Characters reset positions to midscreen.

Combos

(2A) (5A) 5B 2B 6B 5C 2C 6C air combo

General staple combo.

(2A) (5A) 5B 2B 6B 5C 2C 6C 236C air combo

Doesn't give a significant more amount of damage. Better off using meter for something else.

(2A) (5A) 5B 2B 6B 5C 236C 6B 5C 2C 6C j.BC dj.BC AT

Corner meter combo.

Air Combo Variations

j.BC dj.BC AT

General combo ender.

j.ABC dj.BC AT

Adds a bit more damage.

j.BC airdash j.C dj.BC AT

Best damaging ender.

j.ABC dj8.[C]

Can airdash or another move after the dj.[C]. Best to airdash after them after dj.[C] midscreen to stay on them. If j.22X was done after dj.[C] in the corner then you can land 2b to tag the opponent if they do anything.

Strategy

Without a "mashable" 5A/2A her pressure is a little hard to get used to using. Most of the time you would be in neutral with her where she would using her 214x, 236x, j.214x, and j.236x as useful pokes. Her 214C or j.214C is her fastest move to use for a fullscreen punish from anywhere on the screen.


Fuzzy Guard

deep j.C dj.CAB land 5A/2A...
Does not work on Lens, Miyako, and Necos.


Corner 22X 63214C setups

Any 22X pit will activate if 63214C was done. Some corner setups are possible if 22X was already under the opponent and confirmed a 63214C.

22A/B pit 63214C activate 8 j.[C]:

  • 9 delay 2E {j.B/C}/{land 2A}/{land throw}
Depending on when you airdodge will determine the side you will be on.
  • airdash 8 [4/6] {j.B/C}/{land 2A}/{land throw}

22C pit 63214C activate 8 j.[C] 8 dj.[C]:

  • airdash j.C whiff
Depending on when you whiff the attack will determine the side you land on.

Half Moon

The basic rushdown version of SAkiha. Even though she lacks any ground overhead, she has many good normals and her dash/airdash is one of the best in the game to stay close. Generating 4.5-5k easy in her BnB, she can strike fear into the opponent. Her throw does a decent amount of damage to boot and her Arc Drive is just scary when locked down.

Normal Moves

5A [Low]

A standing low kick. One of the few 5A's in the game that actually hit low. The startup for this move (even for an A move) is not very good but since it is an A move you could always reverse beat into this to cancel some move recovery.


6A [Mid]

The 2nd part of the Half moon special 5A 6AA follow-up. A standing claw swipe angled diagonal-down. You can do some unique blockstrigs with this like some other Half moon characters. (ie. with dash momentum 5A 6A 5C 2A 5A 6AA)


6AA [Mid]

The last part of the Half moon special 5A 6AA follow-up. SAkiha spins around and does an odd looking claw swipe. When this hits on a ground opponent they will be air untechable so you may do some nice looking combos or you may let them fall and wait to see if they ground tech for a tech punish for a damage reset. This move if blocked is quite unsafe so you may want to cancel into a special like 236B/C or 214B.


5B [Low]

SAkiha does some kind of shin kick. One of the few 5Bs that hits low it would usually catch people if they are not cautious. Has some good range for a normal and is quite fast too. Keep in mind that the opponent has to shield this move high even though it hits low.


5C [Mid]

Turning around for a big claw swipe, this move hits twice. This is her only multi-hitting normal so be prepared for some bunkers when this move is used during a blockstring. While moving her forward with a huge hitbox, this move is great for catching people trying to jump out or poke at a distance. Sadly, it can not capitalize at max range.


2A [Mid]

A quick crouching claw jab. Being her fastest move, it will most likely be a staple to most of the rushdown. This will be used to hitconfirm a big combo usually.


2B [Low]

Another crouching claw move but is slower startup, hits low, and has more range. Being another low hitting B move, you can mix this up with 5B to hit low while doing a high/low shield mixup. This has more range than 5B so it would be a staple poke when you start to move away from throwing out too many attacks in your blockstrings.


2C [Low]

Standard sweep kick. It moves a decent for a sweep, throw this move out from a quick dash and it'll still move pretty far. Staple untechable knockdown hit or goes into another move for a launcher.


6B [Mid]

This move looks like the 2nd part of 5A 6AA but hits a further horizontal range and is a mid. The range of this move is just under 2B a bit but can be used to tag jump outs like you would with 5C. Like 5C, can not capitalize with anything at max range. A decent poke and a decent combo filler.


6C [Mid]

Standard Akiha 6C that looks like a mean kick to the chest. It is a slow move but has more range than 2B and less than 5C. Could be used as a poke but it would not be great. Just use this move as a launcher like 2C 6C, otherwise this move is not very useful.


j.A [Mid]

Very fast jab. Great air-air move, just watch out for your opponent's A-armor moves.


j.B [High]

A claw swipe downward. Being her best air normal, it reaches far below her character box and some behind her. Great air-ground move, beware of shielding if you overspam this move.


j.C [High]

An air flip kick move. Slower than j.B making it only decent for air-ground but has a better horizontal range.


j.[C] [High]

The charged version of j.C. This move is all around good, except for the startup, as it will give an untechable knockdown on hit. Besides just hitting, this move can cancel into airdash, double jump, air normals, or air specials on both hit and block.


Ground Throw

Grabs the opponent and makes an explosion in her hand. One of the few throws that actually recieves meter if connected. Does a pretty good amount of damage for a throw. Has enough time to set up meaty 214A.


Air Throw

Grabs the opponent and makes an explosion from her hands before throwing them down at an angle. Does a lot of damage as an air throw alone.

Special Moves

236A

An auto-TK flametongue with some good horizontal range but doesnt hit anything under it like most crouching characters. Decent zoning tool. Mostly used to bait jumping out.


236B

Another auto-TK flametongue but is angeled downwards diagonally. Better move to bait pokes, reversals, or jump outs.


236C

EX version of the auto-TK flametongue. Looks like 236A except with more range and stun for hit and block. If this is blocked then you will be at a pretty decent frame advantage. Use this move sometimes to reset pressure.


623A

She extends her hand like a flame rod diagonally upwards. Being air unblockable and relatively fast, it can be used for anti-air situations. Sadly though this move has no invincibility on it so be careful of using this move.


623B

Just a slower version of 623A.


623C

The EX version of 623A where it goes even further. The highlight of this move is that it has a huge invincibility startup, making it one of the best reversals in the game.


214A

Setting a flame pit and having a delayed auto-activate pillar effect right in front of her. This move launches on hit and is air blockable. A good way to use this move is as a meaty, making most non-EX reversals towards you safe.


214B

Same pillar effect as 214A but goes a character's length distance more. More used as a zoning tool.


214C

Also has the same pillar effect as 214A but goes about two character's length distance. Also used as a zoning tool.


22A

Causing an explosion under her, SAkiha makes some odd fire pit hitting low on the opponent. This move will be a staple to a clean knockdown after any normal. It is possible to OTG after this too but the untechable knockdown is good enough to move about and do whatever.


22B

A delayed version of 22A. This move has different uses than 22A. Even though it has longer startup, it has less recovery than 22A making use for blockstrings. The frame advantage on this move when blocked is nice enough to let you do 5B or 2B after it and stil have initiative. On hit, like 22A, would cause an untechable knockdown.


22C

The EX version of an odd explosion pit which also hits low. Has a bigger hitbox and is relatively safe on block but loses momentum. On hit it would launch your opponent. This move can be used in combos to burn meter but the meter can be used somewhere else for better options.


63214C

SAkiha's command throw. It does a side switch the other side of the opponent no matter where, even in corners. You can combo 5A or 2A from this if it was landed. Startup for it is slower than her normal throw.


j.214A

Similar to 214A but has different uses. Would have less recovery if done closer to the ground. This version has options in the corner that are useful to know(refer to strategy section). Otherwise this move is another zoning tool. If high enough then the bottom of the screen will mask the distance of the pillar.


j.214B

Same uses as j.214A but 214B distance and without the corner options.


j.214C

Same uses as j.214B but 214C distance.


41236C

The Arc Drive. Arguably one of the best in the game. On hit, it grabs the opponent and does a decent amount of damage, also can be comboed into. On whiff, it causes a small explosion that does far lesser damage and could even be blocked. But the thing that makes this move shine is that this move is completely INVINCIBLE from startup to recovery.

Combos

General BnB

5B 2B 6B 5C 2C 6C j.BC airdash j.B dj.BC airthrow - Basic BnB. Use this if you don't think 5A 6AA will hit.

5B 2B 6B 5C 6C 2C 22A - Gets a better knockdown than the above but damage is decreased. Use this if you don't think 5A 6AA will hit.


5A 6AA Variants

5B 2B 5C 5A 6AA...

  • ...22A 2C 5C 6B j.BC dj.BC airthrow - General meterless BnB. Does around 4.3-5.2k damage usually.
  • ...22A 2C 22A - Gets some good damage with a better knockdown.
  • ...22A 2C 5C 236C j.CB dj.BC airthrow - Meter combo. Just stick with the the meterless one unless you want a flashier combo and to burn some meter.
  • ...IAD j.B land 5C 41236C - A flashy Arc Drive combo that can be done anywhere.
  • ...22A 2C IAD j.B 41236C - Even flashier Arc drive combo.
  • ...22A 2C 22A dash 2C 41236C - Silly looking corner Arc Drive combo.
  • 2Ax2 5B 2B 5C(2hits) 5A 6AA IAD j.B dj.BCA land j.AC dj.BC Airthrow
  • 2Ax3 5B 2B 5C(2hits) 5A 6AA IAD j.B 2C delay 5A 6AA 2A(whiff) j.ABC dj.BC Airthrow


Shield Counter Combos

5D/j.D...

  • ...5C j.BC dj.BC airthrow - General shield counter combo.
  • ...2C 22A 2A 5C j.BC dj.BC airthrow - Better shield counter combo.
  • ...delay 22A 2C 5C 6B j.BC dj.BC airthrow - Hard to do at first but does a bit more than the one above.
  • ...2C 22A - Lets you reposition yourself and have better momentum.
  • ...delay 22A 2C 22A - A little more damage than just 2C 22A.

2D...

  • ...22A - Just adds a bit more damage to the knockdown.
  • ...623A 236C j.C dj.BC airthrow - About 1k more damage if you need it to kill and if you had meter.
  • ...41236C - Low shield into Arc Drive, good amount of damage if you want to do something random.

Strategy

She has many fast pokes with some range. Try to lockdown the opponent in the corner using her speed and range. Use 22B sometimes to keep the pressure going since 22B has enough advantage on block that you can do 2B after it. Your throws are also essential since they do quite some damage while generating meter. Then throwing in Arc Drive whenever you can during the lockdown to get easy 3k since you'll be a bit safer with circuit spark ready, if it whiffs then you will lose momentum but will be safe after anyways.

It is possible to setup a meaty 214A after a throw or an Arc Drive to catch some reversals/jump outs/pokes. Be sure to look for counter hits off this and capitalize with either 5C j.BC dj.BC AT or just 2C 22A for oki.

Fuzzy Guard

deep j.C dj.CBA land 2A...
Delay the 2nd j.B a bit for it to combo. Does not work on Lens, Miyako, and Necos.

Corner j.214A Traps

In the corner if airdash j.A was done and the opponent respects you enough then you can j.214A at the lowest point as you fall then after you land you may throw them as a throw setup and they can only throw break it at the fastest point possible. Another note is you can airdash and just j.214A really low to the ground then land 41236C for a deathtrap but is a lot harder to setup.


Tech traps: anything->5A6AA->

  • neutral tech punish: 214B sj j.[C] oki
  • back tech punish: 214C sj (delay) j.[C] oki
  • forward tech punish 1: 214B/C(whiff) 2AA->whatever follow up
  • forward tech punish 2: 214B/C(whiff) 63214C 2AA->whatever follow up
  • forward tech punish 3: delay 22B 2C->whatever follow up
  • forward tech punish 4: delay 236x
  • forward tech punish 5: 214B/C(whiff) 41236C

Note: neutral tech punish above can be blocked if there are too many attacks before the 5A6AA due to gravity causing them to fall quicker thus being able to tech earlier.

Full Moon

The style that can get easy damage off any combo. With her 236x and j.236x series, she can zone the opponent really well. Her pressure game revolves around just frame traps. Decent okizeme with her rings and her dash crossup (unique to F-SAkiha). An easier style to use than Crecsent or Half.

Normal Moves

5A [Mid]

A quick claw poke angled up. Hits crouchers at close range. 6f startup, neutral on block.


5B [Mid]

A downwards claw swipe. Has a similar hitbox to Akiha's 5B, which is useful because it covers her entire height. This can be canceled into 3C on whiff, but you probably will never use that. 9f startup, -1 on block.


5[B] [Mid]

Chargd version of 5B, hits three times. Works as a anti-jumpout move, and is big damage. 27f startup, +4 on block


5C [Mid]

A chest level claw swipe, resembling Akiha/V.Akiha's 4C but only hits once. Decent range, can work in relaunch combos from 214C or 2[C]. 13f startup, -5 on block.


2A [Low]

A low claw jab. Staple poke for blockstring staggers. 5f startup, +3 on block.


2B [Low]

A low claw swipe. Is generally combo filler and blockstring filler. 8f startup, -4 on block.


2C [Low]

A low claw swipe with both hands. General sweep. 13f startup, -5 on block.


2[C] [Low]

Charged version of 2C. Goes a lot further than the non-charged version. This move launches on hit. Huge block damage, catches jumpers, combos into 2C at low heights, and overall high damage. 22f startup, -1 on block.


3C [Mid]

An upwards claw swipe that works as a launcher. Her staple launcher to use for any combo. Does a superjump if you [8]. 12f startup, -3 on block.


j.A [High]

Very fast jab. Great air-air move, just watch out for your opponent's A-armor moves. 7f startup.


j.B [High]

A claw swipe downward. A good air normal, it reaches far below her character box and some behind her. Great air-ground move. Decent crossup ability. 11f startup.


j.C [High]

It looks like j.B but at an angle. Better than j.B for its larger hitbox. Only difference to this is that it is slower by 1f. 12f startup.


Ground Throw

Grabs the opponent and makes an explosion in her hand. One of the few throws that actually recieves meter if connected. Does a pretty good amount of damage for a throw. Has enough time to set up 236A to cover most of the opponent's options.


Air Throw

Grabs the opponent and makes an explosion from her hands before throwing them down at an angle. Does a lot of damage as an air throw alone.

Special Moves

236A

SAkiha throws out a flame ring in front of her. A.K.A. the "Onion Ring". Despite being air blockable and having a slow startup, this move gives enough frame advantage on block to go high/low. Can guard break the opponent if they block in the air low enough. Be careful when using this as when SAkiha gets hit then the ring will disappear.


236B

Same thing as 236A but thrown at an angle upward.


236C

EX "Onion Ring". Like 236A, throws a ring in front of her. The ring is a lot bigger and stays out longer than 236A/B. Still air blockable and disappears if SAkiha is hit.


623A

She extends her hand like a flame rod diagonally upwards. Being air unblockable and relatively fast, it can be used for anti-air situations. Sadly though this move has no invincibility on it so be careful of using this move.


623B

Just a slower version of 623A.


623C

The EX version of 623A where it goes even further. The highlight of this move is that it has a huge invincibility startup, making it one of the best reversals in the game.


214A

SAkiha jumps forward and has a bunch of flames spin around her, AKA "Spinners". Hits mid but is advantageous on block. Does not link into a combo but has enough hitstun for a counterhit if the opponent is too hasty. Has a EX cancel point near the near the end of the move, can use for IH stuff.


214B

Like 214A but goes further and hits high. Relatively safe on block. Does not link into a combo but has enough hitstun to counterhit people after who try to poke. Also has the EX cancel point near the end.


214C

EX "Spinners", like 214A but with a bigger box. This is another overhead but on hit will cause an air untechable launch. Advantageous on block. Can lead into 2A 2C 22A loop.


22A

Causing an explosion under her, SAkiha makes some odd fire pit hitting low on the opponent. This move will be a staple to a clean knockdown after any normal. It is possible to OTG after this too but the untechable knockdown is good enough to move about and do whatever.


22B

A delayed version of 22A. This move has different uses than 22A. Even though it has longer startup, it has less recovery than 22A making use for blockstrings. The frame advantage on this move when blocked is nice enough to let you do 5B or 2B after it and stil have initiative. On hit, like 22A, would cause an untechable knockdown.


22C

The EX version of an odd explosion pit which also hits low. Has a bigger hitbox and is relatively safe on block but loses momentum. On hit it would launch your opponent. This move can be used in combos to burn meter but the meter can be used somewhere else for better options.


63214C

SAkiha's command throw. It does a side switch the other side of the opponent no matter where, even in corners. You can combo 5A or 2A from this if it was landed. Startup for it is slower than her normal throw.


j.236A/B

Both throw out similar flame rings at an angle downwards. Properties are the same as its ground counterpart except you can airdash, double jump, or attack after. Note that you get pushed back a bit after throwing the ring out.


j.236C

EX air "Onion Ring". Works the same as 236A/B except bigger ring and that it makes her pushed forward instead.


41236C

The Arc Drive. Arguably one of the best in the game. On hit, it grabs the opponent and does a decent amount of damage, also can be comboed into. On whiff, it causes a small explosion that does far lesser damage and could even be blocked. But the thing that makes this move shine is that this move is completely INVINCIBLE from startup to recovery.


41236C -Blood Heat-

Another Arc Drive. It is the normal Arc Drive except it does more damage.


Last Arc

Done by a ground EX shield during Blood Heat. Catches the opponent automatically on activation and shoots them with a huge flame beam. It does a decent amount of damage. Characters reset positions to midscreen.

Combos

(2A 2A) 5B 2B 5C 22A (2.7K meterless on Nanaya)

Finishing with DP gives you more damage, but 22A gives you the knockdown and an opportunity for very late Flame Ring oki.

(2A 2A) 5B 2B 5C 3C j.B j.C sdj j.B j.C A+D

100% meter variation

(2A 2A) 5B 2B 5C 214C land 5B (or 5C little more difficult) j.B j.C dj j.B j.C A+D

DP Variation

(2A 2A) 5B 2B 5C 623A 214C land 5B j.B j.C dj j.B j.C A+D

All these will work off her command grab, 63214c.

22a loop:

You can set up 22a loop off of a 214c (can hit confirm off of 5c), notation would look something like this:

5c 214c 2a 2c 22a 2a 2c 22a 2a 2c 22a 2a 3c jbc jbc throw/tk ring mixup

To get the timing of the first set of 2a 2c 22a off of 214c wait a quick second then 2c immediately after the 2a, the rest is easy timing especially with the 12f buffer the game has.

Off counter hit 22b: 2a 2c 22a 2a 2c 22a 2a 2c 22a 236a Hit confirming off the initial 22b is tricky, but whenever you do 22b in block string 2a is best move after, and will usually work in your favor to 22a loop if you get it.

Strategies

TK Flame ring: If you decide to omit the air combo and play a more oki based style, after 2c wait a bit and do a TK flame ring. This move will eat anything; backdashes, wakeups, mashing. If you do a semi TK 236b (aka higher in the air) you retain a double jump and airdash to mixup as you please. Move is also great for setting up command grab.

On their wakeup you can throw out a 236a and set up ambiguous crossup with jump c into bnb

One setup that you might try is

2A 5B 2B 2C tk.236B ad.B dj.BC

This won't let you get a combo in, but works as a fuzzy guard, and the j.C on the way down should hit, giving you pretty much free reign to do what you want.


If 22A was done in the corner by itself or after a combo then use this OTG string.

2A 2A 2A 5B 2B 22B

It will catch all tech directions and if caught then you may go into 2A 2C 22A loop or just 2A 5C j.BC dj.BC airthrow off the confirm.

Blockstrings

2a 5b 5[b] 2[c] 214b 2a 5b 22b - If they try and poke out of the string you can hit confirm into 22a loop


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