Melty Blood/MBAACC/Akiha Tohno/Crescent 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.
    • Update some details to the the new template, add any that's missing.
    • Add descriptions to the moves.
  • Move Descriptions:
    • Adapt Special Moves to Last Arc sections to the new template, add frame data, hitbox images and descriptions.


Additional Resources

Akiha Combo Compilation
Match Video Database

Players to watch/ask

JP:

Overview

Strengths Weaknesses
*Strengths
  • Jack of all trades: A high amount of varied options for a number of situations she will face in the game
  • High Health
  • Has two specials that steal health and meter
  • Has a fast IOH
  • Has a command grab
  • Good Pressure
  • High damage
  • TK ribbon is a safe way to pressure reset and stay on the offense
  • Access to Heat, and C moon mechanics to augment her health pool
Weaknesses
  • Slow ground/air Mobility
  • Pressure usually becomes threatening mainly after 22C is set otherwise not as threatening
  • does not gain a reliable way to gain a favorable HKD until she lands a starter at the corner
  • Frame Advantage after Airthrow is much to be desired
  • Poor jump in button unlike H-Akiha and F-Akiha respectively
  • Damage output from a starter may be inconsistent due to rebeat penalties that C-Akiha may use during her pressure
  • Poor reversals for wake up options

C-Akiha is a very balanced character with a myriad of tools that work for particularly different situations. She can play the ground game if she wants to, thanks to 2c, 4c, and is super tough: Between having the longest health bar, C-Moon ability to Heat at will, and two different life-stealing specials(22A/B/C and 63214A/B/C), this is simply the most lasting character in the game. Easy ways to kill the opponent's red health widen the HP gap even further.

The main thing about this character is creating situations in neutral to place your aerial normals as best as you can since you do not have H-Akiha or F-Akiha j.C and instead have an excellent j.C meant for Air to Air encounters, you use j.B for your air to ground approaches.

Another thing you want to pay with this variant of Akiha is that placement of everything from your aerial movement to your ground movement is key as while your tools are good, they are good when placed well in an acute manner. So managing spacing is a finesse you will need to learn with this character.

General Gameplan

Ideally, your game revolves around air mobility, and so you play a lot of Melty Blood proper. If you use them right, your ribbons allow you to zone on grounded opponents relentlessly, and jump-in safely. If you are being zoned, you can probably find a spot to safely place flamepits in the air, forcing the opponent to jump or dash out and confront you directly. You are much more of a defensive style character in this particular moon.


You should play around with C-Akiha in training mode a lot to see what the momentum changes on her air specials, j.2C momentum stop, and air dodge along with her jumps allow her to stay in the air for quite the long time, and make her aerial vectors a bit harder to read for the opponent. Once she has you in the corner she can induce a life/meter stealing pit after command grab ender that punishes the opponent for blocking.

Combine that with 63214A during her pressure the eliminates a good portion of red health and one can see what she functions like in the corner. She can also ignite the pit during her block string to continue on the offense. the pit lasts at most six seconds so while it does do a lot of the benefits its only for a short time

Neutral

As C-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. you typically want to make good use of your jumps, and use j236[B] to act as a wall either offensive or defensively.

As mentioned previously spacing is really important to C-Akiha as you don't have a spectacular jump in button, but if you make someone block a j236[B] you have the opportunity. If you think the situation is not favorable to C-Akiha you can air dash back after j.236[B] as long as you haven't used up your air dash can retreat with double jump air dash back j236A which can deter opponents from advancing on the ground.

If you want to try approaching on the ground you can use dash 2A, 2C or dash 4C as your pokes for neutral, otherwise its wise to play defensively until an opportunity arises that the opponent over extends and not you. Use j.C for CH fishing when someone is approaching from the air either rising j.C or air dash back j.C. in dire situations you can use j.A as its quick for close encounters in the air as well. You can also toy with the idea of using 214A and 623A to anti air, but in all honesty it might be much better to attempt to do dash under 2C in that case as the reward for it is higher and not as committal as 623A.

Pressure

This character shines in the corner and while her midscreen pressure isn't too threatening, once you have carried them to the corner you got a bit of options on your side. Before we list any of the pressure string example lets go over the important buttons and specials in her toolkit for pressure.


  • 2368/7a

tk ribbon. Used to bait out reversals, heats, and shields. Extremely good at its job, 7 is the safer one, 8 is the one that gives you a chance to resume pressure on block. Also goes over a lot of 2a mashes and also blows up Oses.

  • 2A

Self explanatory, a Low 2A that is mashable, a staple in your pressure of course and works real well if you stagger it well in conjunction with the tools below.

  • 5B

Has a long normal window cancel to give ambiguity to her pressure as she can either w5A, wait till 5B recovers and hit 5B again, 5B into 63214B or 5B delay 2C/5C

  • 5C

Moves you forward a lot, wallslams airborne opponents, letting you combo off it especially if you got them in the corner. its an excellent frame trap and anti jump normal to use in your pressure in the corner.

  • 2C/2[C]/2{C}

A good frame trap anti jump normal used in corner pressure, you can frame trap by either slightly delay 2C after a 5B or half charge it right after 5B. very little reason to fully charge it.

  • j.2C

it is among the fastest overheads in the game, Mastering the 2a/82C mixup is encouraged that you should strive towards being able to do the lowest possible j2C as a C-Akiha player.

  • 63214A

A quick command throw. If you can use this over a real throw, are able to do it just as fast, always go for this, and save regular throw for split second reactions and throw breaks (because a regular throw is still faster).


  • 63214B

Delayed command throw with more range. Used just like Kouma's 214b and Satsuki's 236b - that is to say, you can tag someone with a move that is + on block and pushes you back, and if you time this right, it becomes a safe throw attempt as the 2a won't be able to reach anymore. In the corner, this forces the opponent to jump if they don't want to take damage, and your anti-airs are good, so you aren't too unhappy with that.

  • 214B

Lots of startup. It is +6 on block, though, and if you can land it, you can reset your string, which is to say, you can dash to them and attempt a mixup. It usually doesn't work too well in a string though unless you established threatening stagger pressure

This is your safest okizeme, if a very obvious and non-threatening one. You will miss out on the 2369a crossup oki using it, but it still lets you attempt high/low/throw after it (this is tight).

here below are a few examples you can look into incorporating in your pressure.

  • 2A slight delay 2A slight delay 2A w5A, 2368A, dash 2A/rising j2C
  • 2A slight delay 2A slight delay 2A delay 5B, 5B
  • 2AA slight delay 2A 5B w5A 2C/2367A
  • 2AA slight delay 63214A
  • 2A, rising j2C
  • 2AA 5B, 214B dash in rising j2C/2A, slight delay 2A/rising j2C

Unfortunately, for C-Akiha's pressure isn't as relentless without pit, however she does have access to a fast overhead called j2C which if you have the execution to do conversion after then its encouraged to use this in between your staggers, 5B, since it has a long normal window cancel period, your TK ribbon(2368A/2367A)/214B pressure resets and your command grabs. Once you do get the hit on an grounded opponent you can end your combos in the corner with 63214A which allows you to set a 227C or 292C and that will allow you to begin the okizeme that C-Akiha has.

With pit

j22C is ex pit and its a rather interesting special as it steals meter and health for a total duration of 4.5 seconds as long as you don't ignite it While that is the main crux of C-Akiha's pressure in that it punishes the opponent for blocking with having their health and meter stolen there is another incentive to placing down ex pit. Because of your varying options such as 63214A, which eliminates a lot of red health, j2C which is an IOH and Staggers, the opponent will have to choose an immediate decision and C-akiha has a tool to counter each defensive decision on top of ex pit passively punishing them while they select an option.

When players wait around B normals to be used, seeking for a way to jump you can then do this to catch jump outs

  • 2A,2A, delay 5B, delay 5C, 22A/B/C(ignite)
  • 2A,2A, delay 5B, 2[C], 22A/B/C(ignite)
  • 2A,2A, delay 5B, delay 2C, 22A/B/C(ignite)

of course you can use the previously mentioned pressure strings as well after you set the pit, these are anti jump examples you can use. If any of the anti jump buttons are blocked (2C, 5C) you then ignite anyways. since on hit you can dash 2C 63214A into another 227/292C set up

Okizeme

After 623214A, 227C. you are right next to them which means it allows you to try to go for 2a/82c mixup if you feel like you can. If not then you still have command grab, 63214A or 63214B at your disposal which has the benefit of removing a lot of red health that the opponent has. Refer to Pressure for things to incorporate other than 2A/j2C mixups. There is some L/R opportunities in the corner due to 63214A leaving the opponent a little bit out of the corner, however it only takes them a little bit out of the corner depending on the spacing C-Akiha is at when she does do 63214A ender. Doing 236[A] loop combo is fairly character specific, but doing the one 236[A] route into 63214A works on more of the cast if not all of them.

Defense

In the corner:

Ok, so you're in the corner as C-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
  • Heat
  • Dodge

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 C 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 C-Akiha along with using 1ABCD for a throw tech/Heat OS for defene. 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.

Combos

Starters

Condition Notation Damage
vs V.Sion
Notes
Overhead starter, grounded opponent,
  • rising j2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
her IOH starter
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Standard starter
Normal starter, grounded opponent,
  • 5B 2C 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
5B is unique in that it trips crouched opponents so it no longer is a grounded starter from that point on. use this in that case
Normal starter, grounded/Air CH opponent,
  • 2C 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
2C 4C, is used for when you used 2C as poke in neutral or whenever you scored an air CH.
Normal starter,Air CH opponent,
  • 2C 5[B] 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is the optimal starter if you air CH an opponent

Enders

Condition Notation Damage
vs V.Sion
Notes
Corner ender, grounded opponent,
  • 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Cmd grab ender that is done generally in the corner. usually what follows is 227C to fully maximize okizeme situations, but you can also TK236A for corner L/R in certain situations, 227C is much preferred.
Normal Ender, grounded opponent,
  • Air Throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Airthrow ender
Normal Ender, grounded opponent,
  • 2C 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
not your typical ender and is used primarily in one combo, but it does set up for an OTG pick up if you can dash in time and lets you set up 227C

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Corner
  • 2C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easy otg. Works on every character anywhere. Leaves the opponent out of the corner, making sideswitch okizeme with tk.236A possible.
Corner
  • 5B 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The actual optimal OTG. Great in corner, gives you a pseudo 4-way okizeme through tk. 236a. If you can do 2a5aa or 2aa5a at the start instead, it will become very slightly easier to do.
Corner
  • 2AAA 5B 4C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easy OTG. Doesn't work on every character, but it does more damage and is overall more practical than 2c if you've just started learning. Unfortunately, this also leaves the opponent in the actual corner, meaning that oki 2369a won't sideswitch, and 2a after it won't be a crossup. It still lets you set an ex-flamepit, which might be the best thing to do instead.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Midscreen, grounded opponent,
  • 2AA 5C 4C 6C 2C 5BB, hjc, j.B j.C dj j.B j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic Combo route that C-Akiha uses.
Midscreen, grounded opponent,
  • 2AA 5C 4C 6C 2C 5BB, TK J.236[B] (land) j.B j.C sdj j.B j.C, AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Another variant Combo route that C-Akiha uses does more damage than the first combo shown.
Midscreen, grounded opponent,
  • 2AA 5C 6C 4C (2C) 5BB j.B J.C sdj j.B j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easy BnB, you can input 6C and 4C in the order you like. The important thing here is learning to consistently get in as much of the ground chain in as you can, without accidentally reverse beating. Focus on getting in the 5c before both 4C and 6C, so you get the full damage and don't reverse neat in the process. If you do the 2C, which only makes it a little easier to confirm from further afar here, try to learn to delay a little before the 5BB. It will place the opponent a little lower in the air, and will do you good in the future.
Midscreen(near corner), grounded opponent,
  • 2AA 5B 5C 4C 6C (2C) 623C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a combo that you can use if you need to carry them to the corner in which you can use of the OTG pickups to secure a optimal knockdown into 227C. Its important to learn the ranges where you got enough time to dash back in after 623B to get the the OTG pick up.
Midscreen, grounded opponent,
  • (2AA) 5C 6C 4C 2C 5BB tk.236[B] j.B j.C sdj j.B j.C air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A bit more complicated, but most reliable BnB, deals the most damage. It's what you will find yourself using the most at first, before you figure out your okizeme corner combo route.
Midscreen, grounded opponent,
  • (2AA) 5C 6C 4C 5BB tk.236A j.B j.C j.B j.C air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A variant of the previous route, a little difficult on Red Arcueid and Arcueid respectively, does 100 less damage than the previous.
Normal starter, grounded opponent,
  • 2AAA 5C 6C 4C 5BB 2C 2A(whiff) 2A 5C 2C 5B(whiff)B 2B 2A(whiff) 5C 4C 623B dash 5B 5A 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
advanced midscreen combo that corner carries, very difficult, needs 2AAA for the gravity scaling although 2A5A2A also works(small tidbit)
Midscreen, grounded opponent,
  • 2AA 5C 4C 6C 5BB 236[A] 2C 5[B]B j.B j.C, sdj, j.B j.C air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen, Optimal, A versatile BnB that lets you go for hard knockdown ender situationally, which will be included in the corner combos section. As opposed to the above damage combos, though, this needs the hit confirm starter.
Air CH opponent,
  • 2C 5[B] 4C, j.B j.C dj J.B j.C Air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Better air Ch pick up combo, can air dash into air throw for added distance.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Corner, grounded opponent,
  • (2AA) 5C 4c 2C (delay) 6C 236[A] 2C 5[B]B 236[A] j.A j.B j.C sdj j.B j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Easy corner combo for ~5000 damage.
Midscreen, grounded opponent,
  • 2aa 5c 4c 2c 6c 236[a] 2c (delay/2Awhiff) 5c 236[a] 2c 5[b] 4c 63214a, (227c)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Proper ribbon loop. the parts in parenthesis is that you can either do 2C delay 5C or do 2A whiff, 5C to help with timing on that part. There are other variations of this particular route that hantsuki does but this is the primary one that a lot of C-Akiha players know
Corner, grounded opponent,
  • (2AA/2B) 5C 6C 4C 5BB 236[A] 2C 2A(whiff) 5C 2C 5[B] 4C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The variant you see a lot of japanese players do. 5500 damage and solid knockdown. one thing in particular is that you may notice there is only one wallslam in it, so there is a lot more potential for damage in there possibly.
Corner, grounded opponent,
  • j.2C 4C 6C 2B 2C 5C 236[A] 2C 5[B] 4C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic Confirm corner combo with an emphasis on okizeme.
Corner, grounded opponent,
  • j.2C 4C 6C 2B 2C 5C 236[A], 2C 2A(whiff) 5C 236[A] 2C 5[B] 4C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a 236[A] Confirm corner combo with an emphasis on okizeme just a bit more damage/meter gain.
Corner, grounded opponent,
  • j.2C 4C 6C 5B 2B 2C,2A(whiff), 2A 2C 5C 236[A], 2C 2A(whiff) 5C 236[A], 2C 5[B] 4C 63214A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a more advanced form, used for a more damage and more meter gain

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
C-Akiha2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 150 75% (O) 4.0% SE, SP, EX, (J), N L 4 4 8 0 -

Standard chainable low 2a.


5A
C-Akiha5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 120 75% (O) 3.0% SE, SP, EX, (J), N HL 4 3 8 1 -

Tall hitbox, whiffs on most crouchers. Same startup as 2a, but more desirable if rebeating for advantage thanks to its 1f shorter duration.


2B
C-Akiha2B.png
2BB
C-Akiha2BB.png
2BBB
C-Akiha2BBB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2B 500 260 85% (O) 5.0% SP, EX, (J), N HL 6 4 15 -4 -

Does not hit low, and is one of very few cakiha normals that don't move her forward, making it clunky to use in pressure and combos. On paper it's still one of your most damaging grounded starters, so keep it in mind for punishing reversals or stand shields.
Can cancel into its followups even on whiff.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2BB 400 200 100% 4.0% SP, EX, (J), N LA 9 4 9 2 -

2b followup that actually hits low, but is air blockable. The startup on this move shortens the later it is executed. Advantageous on block.
Low damage, high pushback and lack of forward movement means 2bb is often passed over in favor of confirming directly from 2a to 4c/5c. It should be noted though, that 2bb gives the same amount of gravity as 2aa, leading into the same routes.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2BBB 500 600 75% (O) 6.0% J HA 27 4 18 -5, 18(JC) -

2bb followup. A leaping overhead with rather slow start-up that launches on hit. Can be jump-cancelled on Hit OR Block so it is safe so long as it doesn't whiff. Very rarely used.
Disproportionately high Red Damage means this move will not add to your opponent's red health, and will deplete some if available, similiar to 63214x.


5B
C-Akiha5B.png
5[B]
Akiha 5B.png
5BB
C-Akiha5BB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 650 400 100% 6.0% SP, EX, (J), N HL 7 4 14 -3 -

The first of many great normals that move akiha forward. Will sweep against crouch state only, making it possible to get an unscaled launcher, though it is rarely used that way due to rebeat scaling and the difficulty of confirming stand/crouch.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5[B] 650 x3 400 x3 100% 3.0% x3 SP, EX, (J), N HL 20 1, 4, 4 8 3 -

3-hit charged version of 5b that does huge damage. Frametraps naturally after C normals and is itself +3 on block.
If hitting OTG such as after 623b, it is possible to connect 63214a.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5BB 400 200 70% (O) 2.0% SP, EX, (J), N HL 7 4 20 -6 -

Upward-swiping followup to 5B/5[B]. A typical superjump-cancellable launcher that's just really good at its job. Long untechable time on hit, giving you access to routes such as 236[a], j236[b], iad j.c rejump, or whiff 2a to access air route without using your jumpcancel. Very reliable even at the end of your strings as both hits move forward.
Fully cancellable on block and blockstun on par with your C normals, making it possible to rebeat 5a for +2 frame advantage.

If your opponent jumps out of 5B or 5[B] in pressure and you risk being punished by their air approach you can still whiff-cancel to 5BB. However, whiffing 5BB may get you into even bigger trouble, so make sure your opponent is very close or has committed to their air movement.


2C
Akiha 2C.png
2[C]
Akiha 2C.png
literally the same
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 900 500 55% (O) 7.0% SP, EX, (J), N L 7 4 25 -11 -

Excellent forward-moving sweep with an unusually tall hitbox that enables cakiha's best corner combos.
Can rebeat to 5A(whiff) to be +2, like all her other C normals.
The outer hitbox is pixel-perfectly lowprofiled by len's catwalk. Stupid cat.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2[C] 900 800 55% (O) 7.0% SP, EX, (J), N L 19 5 25 -12 -

Unremarkable charged version with largely identical properties. Active for 1f longer, leaves less red health and advances slightly further than 2c.

2c can be half-charged by being held for 6 frames, or full-charged by being held for 12. For all frame trap intentions, the half-charged version should work better.


5C
C-Akiha5C.png
the big boot
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 90% (M) 8.0% SP, EX, (J), N HL 10 6 15 -3 -

Moves forward and offers cakiha's tallest hitbox outside of 5bb. Hits hard and wallbounces on air state, making it integral in corner combos. Active for a whopping 6 frames, perfect for punishing ground techs such as after j2C air ender.


6C
Akiha 6c.png
the small boot
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 80% (O) 8.0% SP, EX, (J), N HL 7 4 22 -8 -

Rich girl kick. Wallbounces on air state much like 5c. Good grounded combo filler despite its lack of forward movement as it causes no pushback at all on hit.


4C
Akiha 4c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 x2 350 x2 80% (O) 16.0% SP, EX, (J), N HL 7 4 26 -12 -

2 hits, advances. Staple hitconfirm and combo filler.
Like any command normal, it can be buffered on wakeup or out of blockstun if a longer-ranged abare option is desired. Very bad on whiff due to its long duration.


j.A
Caki ja.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 75% (O) 3.0% SP, EX, (J), N HLA 5 4 22 - -

Unremarkable at a glance and only tied for speed with j.b, but as a jumpin it hits slightly deeper and has minimal pushback. Depending on timing and height, a blocked j.a offers enough proximity and advantage to frametrap into j2c or land to go low.


j.B
Cakiha jb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400+500 280 x2 95% (M) x2 4.0% +6.0% SP, EX, (J), N HA 5 2+6 22 - -

2-hitting forward swipe. Frontal hitbox and long actives make it a useful air to air. Mediocre jumpin as the hitbox does not disjoint below her and the first hit may be crouched.
Has slight forced proration on each hit, meaning substituting j.b with 1-2x j.a or rebeating with jcjb can result in higher damage for your air routes.


j.C
Cakiha jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 500 90% (O) 10.0% SP, EX, (J), N HA 7 8 22 - -

Very tall upward kick, with an unusual angle that sacrifices the ability to hit crouchers. Enough untechable time on hit to airdash cancel into another j.c, or land and superjump j.b if very low to the ground.


j.2C
Cakiha j2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 550 55% (M) 11.0% - HA 16 2 22 10 -

Unique instant overhead that can be buffered directly out of jump startup. Confirming into a full combo on hit and effortlessly resetting pressure on block, this move is a cornerstone of cakiha's offense. Its shortcomings are the need to be fairly close in order to be comboable and inability to access it out of a blockstring like a typical overhead.
Besides performing it raw as a tk, it can be used as you descend from blocked j236x or j.a, which also opens up the possibility of a late, fake j2c that lands before the startup completes, letting you recover and go for a low or grab and making the real overhead all the more threatening.

In the air, j2c with its techable knockdown property can be a strong alternative to AT as a combo ender. All ground techs in the corner can be punished with 5c or throw. No tech results in a fully untechable groundbounce that lets you extend the combo into your superior grounded enders. Even if you've exhausted your wall/floor count, the untechable bounce gives you ample time for pit oki.



Special Moves

Disclaimer: For reasons involving momentum and disjointed stationary projectile hitboxes, the visual representation of Akiha's moves below may not always be pixel perfect.


Felling Birds (ground) 「鳥を落とす」
MBAACC C-Akiha 236a (1).jpg
startup makes you taller
MBAACC C-Akiha 236a (2).jpg
236a
MBAACC C-Akiha 236BEa (1).jpg
MBAACC C-Akiha 236BEa (3).jpg
236[a]
MBAACC C-Akiha 236b.jpg
236b
MBAACC C-Akiha 236c.jpg
236c
Akiha's grounded flametongues. Together with the air version, they're also known as 'Ribbons'. Since Akiha gains so much more flexibility from the air version, these a bit of a poorjoy, but you shouldn't forget they exist.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236a 400 x3 684 70% 4% x3 EX HLA 15 2, 2, 2 20 -4 -

Reaches far, hitting three times. Used mostly as a frame trap, to establish midscreen pressure and keep people from jumping out.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236[a] 800 490 50% 7% EX HLA 30 8 12 -2 -

Massive ribbon with an odd angle, a lot of active frames, and a lot of startup. The final part will generally whiff on standing characters, unless they are Nero or Wallachia.

Aside of juggling in combos, it also an be used to catch distant techs, such as after a landed Arc Drive.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236b 1000 784 70% 11% EX HLA 9 6 29 -20 -

Has faster startup than the A version (close enough to 4c while being bigger) but only hits once. Incredibly unsafe on block, never use it if you don't also have meter to cancel out of it.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
236c 200 x24 1848 100~70% -100% none HLA 14 29 20 16(st), 17(cr) -

Has frame advantage on block, but it is not very effective as a reversal since the attack has long startup and leaves Akiha vulnerable for some frames, allowing the opponent to cancel your attack. If the move is shielded then the opponent is vulnerable to throw and airthrow, but Akiha can also be thrown during startup, so be careful.

Since the move does not disappear on hit, you are likely to be on the winning side of any trade.


Felling Birds (air) 「鳥を落とす」
MBAACC C-Akiha j236a.jpg
A - floaty
MBAACC C-Akiha j236b.jpg
B - stubby
MBAACC C-Akiha j236BEb.jpg
[b] - not so stubby
MBAACC C-Akiha j236c.jpg
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.236a 800 490 70% 6% none HLA 24 2 7 air+12, tk+17 -

Character defining move. Maintains momentum, and as such can be used for a variety of different things, depending on where you want the disjointed hitbox to appear - it will appear where you used to be.

Backdash version is good at stopping pursuit, forward dash can get you in easily or extend your jump, and neutral version can harrass the opponent near ground without commiting.

j.236a can and should be used as tigerknee. Read more in Pressure.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.236b 800 490 70% 6% none HLA 23 1 10 air+10,tk+8 -

Stops your momentum dead. Good for harrassment. Ribbon of choice for poking. Notice how the closest hitbox goes deep below Akiha, and can hit characters directly under.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.236[b] 800 x2 821 70% 6% x2 none HLA 7 1, 1 8 3 -

Respectable air-to-ground. Depending on proximity to the enemy, you might be plus enough to initiate pressure. Unfortunnately, it hits twice, spoiling counterhits

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.236c 400 x8 1393 100~70% -100% none HLA 2+17 29 infinite +21(tk) full 1~5

Air super ribbon, which is not very useful. There is a minimal height at which the ribbons can appear, such that the back hitbox will only hit standing characters taller than Ciel: Ries, Wara and Nero. If tigerknee'd, the ribbons will thus appear far above the Akiha's head.

There are five frames of full invulnerability on startup, which nearly guarantees the projectiles will come out, unless you get airthrown. This can cause some interesting trades and scrambles. After using this, however, you will be vulnerable, in recovery until you land, so do not use it anywhere high.



Piercing the Moon 「月を穿つ」
MBAACC C-Akiha 214ab.jpg
A fast/ B slow
MBAACC C-Akiha 214BEb.jpg
[b] SLOW
Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. They can be shielded, however.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
214a 600 588 70% 6% none HL 15 8 29 -12 -

A version summons a pillar at a distance of two character lenghts. Has fast startup so can be used as an anti-air. The lot of recovery it has leaves Akiha vulnerable if the move does anything but hit.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
214b 500 490 70% 5% none HL 32 8 1 +16 -

Summons a pillar at a distance of two character lenghts. Has same range of the A version but slower startup. However, it has little to none recovery, so it puts Akiha on an advantage if blocked. Being single-hit, a counter-hit can be followed up by anythingm and Akiha has a lot of options possible (j.BC airdash if it hits near enough to the ground, for example).

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
214[b] 500 x2 490 70% 10% none HL 45 4, 4 1 +18 -

The charged version has even slower startup and hits at a distance of five character lenghts, being very risky to use. It also hits twice, spoiling counterhits, but you can follow up a hit with iad or a forward superjump.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
214c 380 x8 1561 100% -100% none HL 2+23 8 22 +1 -

A tracking pillar that hits for 2422 damage unprorated. Pretty quick activation, appears under the opponent no matter where they are, though they have enough time to airdash out. Has an almost infinite vertical range but due to being multi-hit the opponent can tech out of it.

The ex-pillar is insurance, at a certain point during the startup, the projectile will be guaranteed and won't disappear on hit.



Burning Beasts 「 」
MBAACC C-Akiha 22ab.jpg
A and B pit
MBAACC C-Akiha 22c.jpg
C pit
Akiha's pit series, also known as Kemone. Similar to C-Vakiha. They last a much shorter time (about 4.5s), but drain health and circuit faster while set for 270 frames. They can be activated with the same input, which will result in a big hitbox you probably won't be able to combo out of.

Tigerkneeing (282x) the pit is strictly superior to ever using the ground version, leaving you with less recovery, and potentially better okizeme. Frame data refers to first set, then activation. Damage/proration/active always refer to activation.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
22a/j.22a 300 x3 311 100% 3% x3 none HLA g38, a36 /18 3 g13, a4 /34 +7, air+16 -

The A version puts the pit down in front of Akiha. It is only used to cover more space in the corner, and to trick people trying to evade the B version.

Every 43 frames after the first there are two 'active' frames which will drain a certain tick of the opponent's health and meter. In case of A/B, the opponent loses around 100 health and 3,3% meter per tick, while Akiha gains 1,8%, for a total of 6 ticks with 600 health drained, Akiha gaining 11,6% meter, and the opponent losing 20%, if they stay in the pit for the entire duration.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
22b/j.22b 300 x3 311 100% 3% x3 none HLA g43, a36 /18 3 g17, a4 /34 g+7, a+16 -

The B version will appear directly under the opponent, wherever they are on the screen. This is useful to provoke movement, as counter-zoning. You maintain air options while falling. Other properties of the pit are the same as the A version.

Not accounting for landing recovery, notice the air version is 20 frames faster.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
22c/j.22c 300 x6 1463 100% -100% none HLA g2+34,a1+35 /18 24 g13, a4 /4 +41 1~8, L10~28

The ex-pit, typically used as a part of okizeme. Its activation hitbox is deceptively massive, and will reliably catch people jumping out. Relatedly, chicken-blocking it will let you simply hit them with an air-unblockable normal.

This pit drains much more agressively than the non-metered version - it ticks 360f or 6 seconds, once every 20 frames, for a total of 16 ticks, 1600 health, 53,3% meter removed, and 30% meter gained. If ignited, the pit continues draining during the active frames.

Both versions of the ex-pit are equally invulnerable on startup, though the massive recovery makes it pointless. The grounded pit additionally makes Akiha airborne and thus mostly low invulnerable on frames 10~28.



Brilliant Impetus - Autumn Leaves 「赫訳・紅葉」
MBAACC C-Akiha 623a.png
A - dragon punch
MBAACC C-Akiha 623b.png
B - run forward
MBAACC C-Akiha 623c.png
C - the actual reversal
Akiha's 623x series, also known as Momiji. Akiha runs to the opponent, launches them (if they aren't airbone already) and sending them to the ground with a slash. Despite being dragon punches, they are all weak reversals.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
623a 600, 800 545 100% 6+8% none HL, HLA 5 7,(3) 4 27 -13 H1~5

This shoryu has quick startup and depending on the situation can be used as an anti-air. Has invincibility on the upper part of Akiha's body and the first hit (ONLY the first one) is unblockable from the air.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
623b 400x2, 600, 800 763 100% 4+4+6+8% EX(1~2) HLA 8 35 33 -19 L1~9

Has ten frames of invincibility on Akiha's lower body and a lot of follow-up possibilities, such as 22C or a chain of 2A. This can be used after a normal shield or as an anti-low reversal and can be EX cancelled (ON BLOCK) into 236C or her Arc Drive. If you corner the opponent using this and haven't used more than one wallslam, then you can dash and end in 63214 as OTG.

The first hit has minimal hitstun. This means that hitting an extended hurtbox can make the second hit whiff, letting the rest be blocked. 623c shares the same issue.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
623c 400, 1000, 1500 1059 50%x2, 90% -100% N (4) HLA 4+2 35 43 -29 1~7

Akiha's metered true reversal. Very easy to outspace, jump over, or just otherwise cover, and it's hitbox and frame data leave much to be desired. Can be normal cancelled on block after the last hit, making it a fairly high damage reversal.

OTG relaunch, though C-Akiha has less use for this than the other two moons. It will still deal more damage than regular OTG, possibly tying up a match.



Brilliant Impetus - Deep Red 「 」
MBAACC C-Akiha 63214a.jpg
A - fast
MBAACC C-Akiha 63214b.jpg
B - reach for green
MBAACC C-Akiha 63214c.jpg
C - invincible
MBAACC C-Akiha 63214c whiff.jpg
DO NOT WHIFF ANY OF THESE
Crescent Moon's unique command throw series. Akiha reaches out, engulfing the opponent in her hair. Sucks the opponent's health, adding a portion of it to her own, and deals a much bigger chunk of red health damage than yellow. All versions cause the best hard knockdown the character can get.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
63214a 1200 2940 100% 10% N throw 5 2 25 - -

Used in pressure and as the ideal combo ender.

Can throw enemies who are already in hit state. Can throw airborne enemies too, as long as they are in hit state.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
63214b 1200 2940 100% 10% N throw 16 4 19 - -

Akiha takes a moment to reach a bit further, and throw the opponent the same way. Used the same way as Kouma 214b, in pressure out of jab range.

This move can be comboed into the same way as the A version (which is nearly useless, due to the long startup).

Grabs hurtboxes, rather than collision boxes.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
63214c 1400 3136 100% -100% N throw 5+0 1 38 - 1~5

Invincible on startup. Beats mashing and some reversals in pressure. Deals very noticeable red health damage. Workable as a reversal, beating most standing meaties, but it needs to reach to the collision box.

Cannot hit airborne enemies at all, but it can hit standing enemies in hit state (which is completely useless).

The superflash will play after the 4 frames of invincible startup, when the grab hitbox appears. Therefore, this throw cannot be jumped in reaction.



Arc Drive

Red Mistress - Scarlet Hair Origami 「 」
MBAACC C-Akiha AD (1).jpg
MBAACC C-Akiha AD (2).jpg
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
41236c (Heat) 650 x13 1999 50% -gauge N HLA 3+5 26 23 -31(worst) 1~31

Akiha's Arc Drive. Serviceable reversal, despite the theatrical and very reactable 55 frame super-flash. Fully invincible until very late into recovery, massive enough to even hit behind her, and difficult to punish unless ducked. Advantage in the frame data is based on number of hits: the more hits blocked, the more hitstun there will be.

Unlike the other two moons, C-Akiha's version cannot grab, but Crescent Moon mechanics allow her to access it more often.



Another Arc Drive

Red Mistress - Scarlet Hair Origami 「 」
MBAACC C-Akiha AAD throw.jpg
MBAACC C-Akiha AAD strike.jpg
the menace
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
41236c (Blood Heat) ~st.3384/th.3957 ~st.2842/th.2463 50% -gauge N HLA (2+2) 1 (4) 26 44 -28(best) 1~31

Like other moons, this version will attempt to grab the enemy first, and if it cannot, it will proceed with the claw animation. Additionally, it will create a flamepit erupting over the entire stage, possibly catching backdashes. If you are sufficiently plus (for example, through 236c in the corner), and time the move correctly, it will be 'unblockable' as the claw covers all options the grab does not.

During the grab, do not press any buttons, as there is a leftover mechanic from Act Cadenza which lets you mash to add hits - in MBAACC, however, this only reduces damage. Even if you don't, this move deals too many hits, and gives your opponent so much meter they can be sent to Max or Heat on wakeup. For this reason, reconsider using it if it does not kill.

The superflash lasts 53f, but is not counted into the startup.



Last Arc

Red Mistress - Blazing Flower 「 」
MBAACC C-Akiha LA.jpg
spawns hitbox on opponent
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ex-Shield (Blood Heat) 300~500 x37 3000~5500 50~100% -gauge N HLA 2+4 74 42 +32 full

One of the worst Last Arcs in the game. Actively makes C-Akiha worse, because she cannot shield in Blood Heat lest she loses all her gauge for nothing.

Upon a grounded EX-Shield in Blood Heat, Akiha will summon ribbons from all sides on the enemy's position. This attack has non-zero startup, however, and can be blocked. It will also activate upon shielding a projectile, and can be reacted to during the 44f superflash, leading to it being blocked more often than not.

Like most LAs, damage dealt on hit will be proportional to the gauge left, between around 3500 and 7000, last hit causing hard Circuit Break. Due to the amount of hits, this LA has a tendency to cause Guard Breaks. Additionally, since this attack is technically a projectile, Akiha will recover during active frames.



System Functions

Heat Activation
A+B+C
MBAACC Akiha heat.jpg
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100(can't kill) 0 - - N UB 16 8 25 N 1~24

The generous hitbox of Akiha's heat activation is important to note, because of the advantage she gains from it. Since she has questionable reversals, does not need meter for anything in particular, and her red health is worth a bit more than on other characters, raw heat activation can be used a lot.



Guard Bunker
(gc) 214d
MBAACC C-Akiha 214d.jpg
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 196 100% 0 N L 25 4 19 -5 -

Akiha's bunker bears special mention, as it has several odd properties: it hits low, low profiles, and moves her forward. Even on whiff, it can get you out of corner, especially if the opponent went into the air.

Due to its odd properties, however, it can fail you when you need it for regular bunker things, especially hitting airborne enemies. Generally, it's considered awkard and unreliable.


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