Melty Blood/MBAACC/Akiha Tohno/Crescent Moon

From Mizuumi Wiki
Jump to navigation Jump to search

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress
  • Combos:
    • Add any missing combo data, video links if needed.
    • Simplify the combo sections which contains routes that have slight differences.


Additional Resources

C-Akiha Match Video Database
Akiha Combo Compilation
C-Akiha Midscreen Combo Compilation by Tallgeese

Notable Players

Name Color Region Common Venues Status Details
GO1

Color

Japan A-cho Inactive GO1 is deemed by many to be one of the best players to ever play the game, being especially known for his mastery of Akiha.
Mains her Full Moon version and often picks Crescent for specific matchups.
Hantsuki (半月)

Color

Japan Play Spot BIG ONE 2nd Active Probably the best C-Akiha in the world. He's very friendly, but doesn't know English very well. Goes by @takutomoon on Twitter.
Yume (夢)

Color

Japan A-cho Active While still active, he now favors F-Akiha.

Overview

Playstyle
Aki face wiki.png C-Akiha is a well rounded character with good neutral tools and strong mixups.
Pros Cons
  • Strong neutral game: Her 236x and j.236x series of ribbons are big disjointed specials that allow her to alter her aerial momentum and have a good coverage of space.
  • Persistency: Akiha has the best defense modifier in the game, her command grab depletes her opponent's red health very effectively, and has access to Crescent Moon heat.
  • Mixup options: Thanks to her very fast j.2C overhead and the command grab series, she has plenty of ways to open up her opponent.
  • Corner to corner bnbs: Her 623B routes allow her to get full corner carry with her best okizeme ender.
  • Best dashblocking ability: Akiha is unique in that she can block during her ground dash very very early. This allows her to be very safe and escape many situations thanks to that.
  • Lackluster air throw ender, that leaves her at a distance from the opponent, with much frame advantage to be desired, and having a hard time forcing respect on her.
  • Lack of good reverals, since her 623x series is mediocre at best and will lose to many, many setups. Heat is basically the only reliable reversal she has.
  • Slow: While she is very mobile thanks to her ribbons, she's still a very slow character, especially on the ground, and she'll have a hard time against opponents who have better ways of controlling neutral than her.
  • Complex optimization: Her best combos are highly character specific, same thing goes for the OTG pickups she has to perform after 623B to get the command grab. All of this makes for a really high skill ceiling.
  • Below average pressure: without a 22C pit set, her pressure is not really threatening, and doesn't have the ability to pin down opponents in the corner as much as she'd like to.

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 (22X and 63214X), 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. j.B is used 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. 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 ((j.)236X) 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 to allow her to stay in the air for quite a 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 (22X) after command grab ender that punishes the opponent for blocking.

Combined with 63214A during her pressure she 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 for at most six seconds so while it benefits you a lot, it doesn't do so for a long 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 j.236[B] to act as a wall either offensively 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 j.236[B] you get an opportunity to start offense. 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 j.236A 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 with either rising j.C or air dash back j.C. In dire situations you can use j.A as it's 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 examples let's 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 very well if you stagger it in conjunction with the tools below.

  • 5B

Has a long normal window cancel to give ambiguity to her pressure as she can either 5A rebeat whiff, 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. It's 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 delaying 2C half charging it right 5B. Very little reason to fully charge it.

  • j.2C

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

  • 63214A

A quick command throw. If you can use this over a real throw and you're able to do perform 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 > 5A(w), 2368A, dash 2A/rising j.2C
  • 2A > slight delay 2A > slight delay 2A > delay 5B, 5B
  • 2AA slight delay > 2A > 5B > 5A(w) > 2C/2367A
  • 2AA > slight delay 63214A
  • 2A, rising j.2C
  • 2AA > 5B, 214B dash in rising j.2C/2A, slight delay 2A/rising j2C

Unfortunately, C-Akiha's pressure isn't as relentless without pit, however she does have access to a fast overhead called j.2C which if you have the execution to do the conversion after then it's 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 C-Akiha's okizeme.

With Pit (22X)

EX Pit ((j.)22C) iq 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, j.2C 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, 22X(ignite)
  • 2A, 2A, delay 5B, 2[C], 22X(ignite)
  • 2A, 2A, delay 5B, delay 2C, 22X(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 setup.

Okizeme

After 63214A, 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/j.2C 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

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 5C > 4C > 6C
2240


Meter Gained: 40% Meter Given (vs C-Moon): 12%
Standard starter.
Overhead starter, grounded opponent
  • Rising j.2C
800


Meter Gained: 11,0% Meter Given (vs C-Moon): 3,3%
Her instant overhead starter. Note that the move has to be done as low to the ground as possible, basically "tk'd".
Normal starter, grounded opponent
  • 5B > 2C > 4C
1966


Meter Gained: 29,0% Meter Given (vs C-Moon): 8,7%
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 opponent/Air CH
  • 2C > 4C
1360


Meter Gained: 23,0% Meter Given (vs C-Moon): 6,9%
2C 4C, is used for when you used 2C as poke in neutral or whenever you scored an air CH.
Normal starter, Air CH
  • 2C > 5[B] > 4C
2819


Meter Gained: 51,0% Meter Given (vs C-Moon): 15,3%
This is the optimal starter if you air CH an opponent. Damage is calculated from a j.C CH.

Enders

Condition Notation Damage
vs V.Sion
Notes
Corner ender, grounded opponent
  • 63214A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Command 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
  • AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard air throw 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): ??? (Video)
Easy OTG. Works on every character anywhere. Leaves the opponent out of the corner, making sideswitch okizeme with tk.236A possible.
Corner
  • 2AAA > 5B > 4C(1) > 63214A
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
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
  • 5B > 63214A
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
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. Microdash 5[b] works on some characters 5b won't pick up, in particular Roa.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Midscreen, grounded opponent
  • 2AA > 5C > 6C > 4C > (2C >) 5BB > j.BC > sdj.BC > AT
4196
Meter Gained: 95.0 Meter Given (vs C-Moon): 28.5 (Video)
Easy BnB.

If you do the 2C, which only makes it easier to confirm from further afar, try 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.

Super double jumping leads to extra corner carry, which is very important to C-Akiha.
Midscreen, grounded opponent
  • (2AA >) 5C > 6C > 4C > 2C > 5BB > TK j.236[B], land j.BC > sdj.BC > AT
4558
Meter Gained: 107.0 Meter Given (vs C-Moon): 32.1 (Video)
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. It is possible to do omit the 2C, and do tk j.236A instead of the [B] version, but it's less reliable on certain characters and will do less damage.
Midscreen, standing opponent
  • (2AA >) 5C > 6C > 4C > 5BB > IAD > delay j.C, land sj.BC > j.66 > j.C > sdj.CB > AT
4900
Meter Gained: 108.0 Meter Given (vs C-Moon): 32.4 (Video)
Stand-confirm alternative to TK j.236[B] route with full corner carry and more damage*. Use 5C > 4C(1) > 6C at far distances.
Can work vs crouch by delaying after 5B but liable to cross under.
*Lower damage relatively if you already have heavy scaling such as from EX shield, multiple rebeats or j2C.
Midscreen, crouching opponent
  • (2AA >) 5C > 6C > 4C > 2B > 5BB > TK j.236[B], land sj.BC > j.66 > j.C > sdj.CB > AT
5315
Meter Gained: 115.0 Meter Given (vs C-Moon): 34.5 (Video)
Crouch-confirm optimization for TK j.236[B] with more damage*. Superjump is optional. Highest midscreen damage outside of some char specifics.
*Inferior damage if your starter is already heavily scaled, such as from EX shield, multiple rebeats or j2C. Consider an oki route instead or do the standard 2C route if you need to kill.
Midscreen (near corner), grounded opponent
  • 2AA > 5B > 5C > 6C > 4C > 2C > 623B
3781
Meter Gained: 75.0 Meter Given (vs C-Moon): 22.5 (Video)
623B ender combo for a better knockdown. You can use the OTG pickups to secure a knockdown into 227C. It's important to learn the ranges where you got enough time to dash back in after 623B to get the the OTG pick up.
Normal starter, grounded opponent
  • 2AAA > 5C > 6C > 4C > 5BB > 2C > 2A(w), 2A > 5C > 2C > 5B(w)B, 2C > 2A(w), 5C > 4C > 623B, dash 5B > 5A > 63214A
4896


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.
Midscreen, grounded opponent
  • 2AA > 5C > 6C > 4C > 5BB > 236[A], 2C > 5[B]B > j.BC > sdj.BC > AT
4743
Meter Gained: 116.0 Meter Given (vs C-Moon): 34.8 (Video)
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
  • 2C > 5[B] > 4C > j.BC > dj.BC > AT
4071
Meter Gained: 91.0 Meter Given (vs C-Moon): 27.3 (Video)
Air CH pick up combo, can air dash into air throw for added distance. Doing 4C > 63214A sacrifices some damage for oki. (Numbers with j.C CH starter)
Air CH
  • 2C > 2A(w), 2A > 2C > 5[B] > 4C > j.BC > j.66 j.C > dj.BC > AT
4525


Meter Gained: 112.0 Meter Given (vs C-Moon): 33.5
More optimized route with better carry and damage. (Numbers with j.C CH starter)
Raw AT
  • Raw AT > j.236B > 4C > j.BC > j.BC > AT
2797
Meter Gained: 50.0 Meter Given (vs C-Moon): 15.0 (Video)
Basic airthrow starter combo. Doing 4C > 63214A sacrifices some damage for oki.
Midscreen, Raw AT
  • Raw AT > slight delay > j.236B > 2C > 5[B] > (4C) > 63214A
2950
Meter Gained: 41.0 Meter Given (vs C-Moon): 13.4 (Video)
4C is character specific. more difficult, but higher damage. Subsituting 63214A for 5[B]B 8j. aircombo results in 3187 damage. Does not work in the corner.
Raw AT
  • Raw AT > j.236C > 2C > 5[B] > 4C > 63214A
3137
Meter Gained: 27.5-100 Meter Given (vs C-Moon): 25.2 (Video)
Metered combo off raw airthrow. 5[B]B 8j. aircombo results in 3312 damage.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Corner, grounded opponent
  • 2AA > 5C > 4C > 2C > 6C > 236[A], 2C > (delay/2A(w)) 5C > 236[A], 2C > 5[B] > 4C > 63214A, (227C)
4722
Meter Gained: 127.0 Meter Given (vs C-Moon): 39.2 (Video)
Simple ribbon loop. Very stable, does not rely on char specifics, spacing or crouch/stand. Can't go wrong with this one.
Corner, standing opponent
  • (2AA/2B) > 5C > 6C > 4C > 5BB > 236[A], 2C > 2A/5A(w), 2A > 2C > delay 5C > 236[A], 2C > 5[B] > 63214A
5000
Meter Gained: 139.0 Meter Given (vs C-Moon): 42.8 (Video)
Optimized standing confirm with 5BB. Very consistent with 2AA gravity. Using only 2B requires a delay after 5BB but is your strongest punish starter, doing up to 5.7k. Naturally pushes you out enough for 5A(w) to make that link more lenient on most chars.
Only uses one bounce; you have the option to do 4C 5C air ender instead for +300 damage or go for a j2C techtrap. On Nero and Necos you can just do the extra 2C 5C 236[A] rep for big damage and oki ender.
Corner, crouching opponent
  • (2AA/2B) > 5C > 6C > 4C > 5B > (delay) 2B > (delay) 2C > 2A/5A(w), 2A > 2C > delay 5C > 236[A], 2C > 2A(w) > 5C > 236[A], 2C > 5[B] > 4C > 63214A
5479
Meter Gained: 157.0 Meter Given (vs C-Moon): 52.3 (Video)
Optimized crouch confirm using 5B2B2C. Massive damage but more moving parts. If you used 2A in the opener you can delay after 4C to push yourself out further so you can whiff 5A instead(impossible on satsuki). The optional (delay) depends on character. Some don't need it or only 2B, others delay 2B so much that a slight delay 2C is also needed to float high enough for the 2A link. Nero, Wara, Ryougi, Ciel etc.
Corner, grounded opponent
  • j.2C, 4C > 6C > 2B > 2C > 5C > 236[A], 2C > 5[B] > 4C > 63214A
4434 (crouch)
Meter Gained: 107.0 Meter Given (vs C-Moon): 33.2 (Video)
Basic corner combo off j.2C with an emphasis on okizeme.
Corner, grounded opponent
  • j.2C, 4C > 6C > 2B > 2C > 5C > 236[A], 2C > 2A(w) > 5C > 236[A], 2C > 5[B] > 4C > 63214A
4854 (crouch)


Meter Gained: 135.0 Meter Given (vs C-Moon): 41.6
A 236[A] Confirm corner combo with an emphasis on okizeme for just a bit more damage/meter gain.
Corner, crouching opponent
  • j.2C, 4C > 6C > 5B > (delay) 2B > (delay) 2C > 2A/5A(w), 2A > 2C > delay 5C > 236[A], 2C > 2A/5A(w), 2A > 2C > delay 5C > 236[A], 2C > 5[B] > 4C > 63214A
5159 (crouch)
Meter Gained: 163.0 Meter Given (vs C-Moon): 54.1 (Video)
Extended route incorporating the 5B2B2C crouch confirm. The second 2A link is tight and may require 5A(w) on some characters. The optional (delay) depends on character. Some don't need it or only 2B, others delay 2B so much that a slight delay 2C is also needed to float high enough for the 2A link. Nero, Wara, Ryougi, Ciel etc.

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

Standing Normals

5A
C-Akiha5A.png
Damage Red Damage Proration Cancel Guard
300 117 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 3 8 1 3.0% -

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

5B
5B
5B/[B]~B
C-Akiha5B.png
5B
5B
Akiha 5B.png
5[B]
5[B]
C-Akiha5BB.png
5BB
5BB
5B Damage Red Damage Proration Cancel Guard
650 392 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 14 -3 6.0% -

The first of many great normals that move Akiha forward. Will sweep against crouch state only which is useful for some crouch confirm optimizations.

5[B] Damage Red Damage Proration Cancel Guard
650*3 (1888) (1138) 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
21 9 8 3 6.0%*3 (18.0%) -

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.

~B Damage Red Damage Proration Cancel Guard
400 196 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 20 -6 2.0% -

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], j.236[B], IAD j.C rejump, or whiff 2A to access air routes without using your jump cancel. 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.
Can cancel from 5B whiff, useful for some char specific combos.

5C
C-Akiha5C.png
The big boot
The big boot
Damage Red Damage Proration Cancel Guard
1000 686 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 6 15 -3 8.0% -

Moves forward and offers C-Akiha'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 j.2C air ender.

Crouching Normals

2A
C-Akiha2a.png
Damage Red Damage Proration Cancel Guard
350 147 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 4.0% -

Standard chainable low 2A.

2B
2B
2B~2B~2B
C-Akiha2B.png
2B
2B
C-Akiha2BB.png
2BB
2BB
C-Akiha2BBB.png
2BBB
2BBB
2B Damage Red Damage Proration Cancel Guard
500 254 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 15 -4 5.0% -

Does not hit low, and is one of very few C-Akiha 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.

~2B Damage Red Damage Proration Cancel Guard
400 196 100% N, SP, -CH-, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 9 2 4.0% -

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.

~2B~2B Damage Red Damage Proration Cancel Guard
500 588 75% (O) J HA
First Active Active Recovery Frame Adv Circuit Invuln
28 4 18 -5 6.0% -

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.

2C
2C
2[C]
Akiha 2C.png
2[C] is literally the same
2[C] is literally the same
2C Damage Red Damage Proration Cancel Guard
900 490 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 25 -11 7.0% -

Excellent forward-moving sweep with an unusually tall hitbox that enables C-Akiha'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.

2[C] Damage Red Damage Proration Cancel Guard
900 784 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
20 5 25 -12 7.0% -

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.

Jumping Normals

j.A
Caki ja.png
Damage Red Damage Proration Cancel Guard
350 196 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 11 - 3.0% -

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 j.2C or land to go low.

j.B
Cakiha jb.png
Damage Red Damage Proration Cancel Guard
400, 500 (859) (525) 95%*2 (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 8 - - 4.0%, 6.0% (10.0%) -

2-hitting forward swipe. Frontal hitbox and long active frames 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 multiplicative proration on each hit, so substituting j.B with j.A(A) and rebeating with j.CB will usually result in higher damage for your air routes.

j.C
Cakiha jc.png
Damage Red Damage Proration Cancel Guard
1000 490 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 - - 10.0% -

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.

Command Normals

4C
Akiha 4c.png
Damage Red Damage Proration Cancel Guard
500*2 (887) (608) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 26 -10 7.0%, 9.0% (16.0%) -

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.

6C
Akiha 6c.png
The small boot
The small boot
Damage Red Damage Proration Cancel Guard
600 392 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 22 -8 8.0% -

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.

j.2C
Cakiha j2c.png
Damage Red Damage Proration Cancel Guard
800 539 55% (O) N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
17 2 - 10 (TK) 11.0% -

Unique instant overhead that can be buffered directly out of jump startup. Confirming into a full combo on hit and + on block, this move is a cornerstone of C-Akiha's offense. Its shortcomings are the need to be fairly close in order to be comboable and inability to access it freely from grounded blockstrings like typical overheads, making it more predictable.

Besides performing it raw as a TK, it can be used as you descend from blocked j.236X or j.A, which also opens up the possibility of a late, fake j.2C 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.

Causes a techable knockdown on air hit. Can lead to tech traps/extensions for certain combos that would otherwise have to end in AT. Will groundbounce the opponent if not teched, letting you extend into your superior grounded enders. If you hit the bounce limit and can't continue the combo, keep in mind that the knockdown after the bounce can also be teched.

Universal Mechanics

Ground Throw
MB C-Akiha Throw.png
Damage Red Damage Proration Cancel Guard
200*7 (1266) (595) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Akiha grabs the opponent by the neck and goes in a 7-hit sequence ending in an untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MB C-Akiha Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1000
474 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - - -

Akiha takes the opponent to the ground with the power of her legs. As a combo ender it will be untechable but will leave you at a distance.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Akiha 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Akiha's bunker bears special mention, as it has several odd properties: it has a low profile and hitboxes (though it still hits mid), and it 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.

Heat
Heat
A+B+C
MB C-Akiha ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
17 8 25 - -100.0% (min) Full 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.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Akiha CSpark.png
MB C-Akiha CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

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.

Grounded Specials

236X
MB C-Akiha 236 Startup.png
Startup makes you taller
Startup makes you taller
MB C-Akiha 236A.png
A
A
MB C-Akiha 236A BE.png
[A]
[A]
MB C-Akiha 236B.png
B
B
MB C-Akiha 236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
400*3 (932) (684) 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 6 20 -4 4.0%*3 (12.0%) -
  • 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.

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

[A] Damage Red Damage Proration Cancel Guard
800 490 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
31 8 12 -2 7.0% -

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 Warachia.

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

B Damage Red Damage Proration Cancel Guard
1000 784 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 29 -20 11.0% -

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.

EX Damage Red Damage Proration Cancel Guard
200*24 (2921) (1848) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+19 36 14 16 (vs Stand.)
17 (vs Crouch.)
-100.0% Full 1-4

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.

623X
MBAACC C-Akiha 623a.png
A - Dragon punch
A - Dragon punch
MBAACC C-Akiha 623b.png
B - Forward run
B - Forward run
MBAACC C-Akiha 623c.png
C - The actual reversal
C - The actual reversal
A Damage Red Damage Proration Cancel Guard
600, 800 (1282) (545) 100% - LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 7 (3) 4 27 -13 6.0%, 8.0% (14.0%) High 1-15
  • 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.

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.

B Damage Red Damage Proration Cancel Guard
400*2, 600, 800 (1987) (763) 100% EX (1-2) LH (1-3), LHA (4)
First Active Active Recovery Frame Adv Circuit Invuln
9 35 33 -17 4.0%*2, 6.0%, 8.0% (22.0%) Low 1-10, 23-29

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.

EX Damage Red Damage Proration Cancel Guard
400, 1000, 1500 (1502) (1059) 50% (O), 45% (O) (N), (SP), (EX), (J) LH (1-3), LHA (4)
First Active Active Recovery Frame Adv Circuit Invuln
4+3 35 43 -29 -100.0% Full 1-8
Clash 15-17, 21-22, 26-27

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 hit after the last part, 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.

214X
MB C-Akiha 214AB.png
A Fast / B Slow
A Fast / B Slow
MB C-Akiha 214B BE.png
[B] SLOW
[B] SLOW
MB C-Akiha 214C.png
EX Tracking
EX Tracking
A Damage Red Damage Proration Cancel Guard
600 588 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 8 29 -12 6.0% -
  • Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. They can be shielded, however.

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

B Damage Red Damage Proration Cancel Guard
500 490 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
33 8 1 16 5.0% -

Summons a pillar at a distance of two character lengths. 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 anything and Akiha has a lot of options possible (j.BC airdash if it hits near enough to the ground, for example).

[B] Damage Red Damage Proration Cancel Guard
500*2 (797) (781) 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
46 8 1 18 5.0%*2 (10.0%) -

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.

EX Damage Red Damage Proration Cancel Guard
380*8 (2422) (1561) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+24 8 22 1 -100.0% -

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.

22X
MB C-Akiha 22X.png
A/B/EX Pit
A/B/EX Pit
MB C-Akiha 22AB 22X.png
A/B~22X
A/B~22X
MB C-Akiha 22C 22X.png
EX~22X
EX~22X
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
39 X (270) 13 - ~1.87%*6 (11.2%) Low 12-33
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
44 X (270) 17 - ~1.87%*6 (11.2%) Low 17-41
~22X Damage Red Damage Proration Cancel Guard
300*3 (802) (311) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 34 7 3.0%*3 (9.0%) -
  • 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. Check #j.22X for data on the air version.

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.

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.

EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
2+35 X (360) 13 - -100.0%
~1.87%*16 (30.0%)
Full 1-9, Low 10-31
~22X Damage Red Damage Proration Cancel Guard
300*6 (1492) (1462) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 24 13 32 0.0% -

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.

63214X
MB C-Akiha 63214A.png
A - Fast
A - Fast
MB C-Akiha 63214B.png
B - Reach for green
B - Reach for green
MB C-Akiha 63214C.png
C - Invincible
C - Invincible
MB C-Akiha 63214 Whiff.png
DO NOT WHIFF ANY OF THESE
DO NOT WHIFF ANY OF THESE
A Damage Red Damage Proration Cancel Guard
1200 2940 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
6 2 25 - 10.0% -
  • 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.

Used in pressure and as the ideal combo ender.
Can throw enemies who are already in hitstun. This can actually land on airborne opponents if they are in hitstun too.

B Damage Red Damage Proration Cancel Guard
1200 2940 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
17 4 19 - 10.0% -

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).

EX Damage Red Damage Proration Cancel Guard
1400 3136 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
5+0 1 38 - -100.0% Full 1-6

Invincible on startup. Beats mashing and some reversals in pressure. Deals very noticeable red health damage. Workable as a reversal, beating most standing meaties.

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

This throw is active as soon as the superflash ends, leaving no gap for the opponent to jump in reaction to it.

Aerial Specials

j.236X
Felling Birds (Air)
j.236A/B/[B]/C
MB C-Akiha j.236A.png
A - Floaty
A - Floaty
MB C-Akiha j.236B.png
B - Stubby
B - Stubby
MB C-Akiha j.236B BE.png
[B] - Not so stubby
[B] - Not so stubby
MB C-Akiha j.236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 490 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 2 7 17 (TK) 6.0% -

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 approaches, 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 the Pressure section.

B Damage Red Damage Proration Cancel Guard
800 490 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 1 10 8 (TK) 6.0% -

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.

[B] Damage Red Damage Proration Cancel Guard
800*2 (1342) (821) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
30 2 9 15 (TK) 6.0%*2 (12.0%) -

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

EX Damage Red Damage Proration Cancel Guard
400*8 (2848) (1393) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+18 29 10 21 (TK) -100.0% 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.

j.22X
Burning Beasts (Air)
j.22A/B/C
(~(j.)22X)
MB C-Akiha 22X.png
A/B/EX Pit
A/B/EX Pit
MB C-Akiha 22AB j.22X.png
A/B~j.22X
A/B~j.22X
MB C-Akiha 22C j.22X.png
EX~j.22X
EX~j.22X
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
37 X (270) 4 - ~1.87%*6 (11.2%) Low 10-X
~j.22X Damage Red Damage Proration Cancel Guard
300*3 (802) (311) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 26 16 3.0%*3 (9.0%) -
EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
1+36 X (360) 4 - -100.0%
~1.87%*16 (30.0%)
Full 1-9, Low 10-X
~j.22X Damage Red Damage Proration Cancel Guard
300*6 (1492) (1462) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 24 4 41 0.0% -

Data on the aerial version of C-Akiha's pit series. Those let you recover in mid-air, and air B version has much quicker startup than on the ground.

Arc Drive

Red Mistress - Locks of Hair
41236C during Max/Heat
MB C-Akiha AD.png
Damage Red Damage Proration Cancel Guard
650*13 (3338) (1999) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+6 26 23 -31 ~ -9 removes all Full 1-36

Akiha's Arc Drive. Serviceable reversal, despite the theatrical and very reactable 55 frame super-flash. Fully invincible until 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 - Locks of Hair
41236C during Blood Heat
(~X)
MB C-Akiha AAD Throw.png
MB C-Akiha AAD Strike.png
The Menace
The Menace
(Throw)
(Strike)
Damage Red Damage Proration Cancel Guard
450*27, 500*15 (3957)
400*13, 1400*3 (3384)
(2463)
(2842)
50% (O) - U (Whiffs vs Air.)
LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+3 1 (4) 26 44 -30 ~ -27 removes all Full 1-46

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
Grounded EX Shield during Blood Heat
MB C-Akiha LA.png
Spawns hitbox on the opponent
Spawns hitbox on the opponent
Damage Red Damage Proration Cancel Guard
17900 (3369 ~ 6838) (2599 ~ 5290) 50% + 50% * remaining BH time - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+3 X (74) 42 32 removes all Full 1-37

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.


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull