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Melty Blood/MBAACC/Akiha Tohno/Crescent Moon
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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.
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
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.
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.
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.
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.
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
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.
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.
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.
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).
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.
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.
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
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.
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.
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.
OTG Pick ups
|Frame Data Help|
|Move Box Colors||
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
|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.
|Circuit||Meter gained by this attack on hit.
(X%) denotes combined meter gain.
|Cancel||Actions this move can be cancelled into.
SE = Self cancelable.
|Guard||The way this move must be blocked.
L = Can block crouching
|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.
|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.
|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.
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」
|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.|
Felling Birds (air) 「鳥を落とす」
Piercing the Moon 「月を穿つ」
|Akiha summons a pillar of fire in front of her. All versions are unblockable mid-air. They can be shielded, however.|
Burning Beasts 「 」
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.
Brilliant Impetus - Autumn Leaves 「赫訳・紅葉」
|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.|
Brilliant Impetus - Deep Red 「 」
|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.|
Red Mistress - Scarlet Hair Origami 「 」
Another Arc Drive
Red Mistress - Scarlet Hair Origami 「 」
Red Mistress - Blazing Flower 「 」