Melty Blood/MBAACC/Akiha Tohno/Half 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:
    • Add frame data.
    • Add images with hitboxes to the moves.
    • Add descriptions to the moves, specify how they function, cite their uses, add memes in captions, etc.


Additional Resources


Match Video Database
H-Akiha combo and tech compilation

Players to watch/ask

JP:


NA:

  • N/A

Overview

Strengths Weaknesses
Strengths
  • Decent oki
  • Good jump in button, j.C
  • Good fuzzies
  • Good meter gain
  • Good damage from normal combos and shield counters
  • Simple to play and understand gameplan
Weaknesses
  • Linear in neutral due to no ribbons
  • Pressure is a bit lack luster also due to no ribbon
  • Not many good ex moves to use in pressure or neutral to safely meter manage
  • No ex guard
  • Bunker is a slide and can whiff in many cases.

General Gameplan

H-Akiha essentially plays similar Akiha neutral in which she uses her jumps and super double jumps to leverage advantage over their opponent. The only key difference from F and C is that H-akiha doesn't have ribbons at all like the others. H Akiha then has auto detonation pits. Not particularly too useful in neutral unless its someone committed to the ground. She's fitted with the ability to reverse beat which makes her corner mixups decent enough to end the matches there. Her combos typically corner carry across the board. Neutral is slightly lacking due to loss of ribbons so you will have to depend on your fundamentals to aid you in navigating neutral but you do have a good jump in called j.C to boot. Once you get a hit, corner carry and use j.236B after j.2C to discourage jump outs since it hits meaty if you don't hold the B button to delay its detonation. A good rushdown character like any H moon character with good corner carry and mixups to boot. neutral and pressure is not as strong as the other Akihas.

Neutral

Neutral unlike the other moons of this akiha is very bare bones. you mainly will be looking to be at venues to leverage your j.C as its your best jump in. Other than that, H-Akiha can use her dash to move in spots since all moons of Akiha Tohno can block frame 1. Dash 2C can be good in places where you cross under and trip guard the opponent, dash 4C is also good since its a fast command normal that hits a lot of space. Again to stress, a lot of H-akiha's air normals hit downward so its much better for her to be above the opponent. Occasionally use j22X to force the awareness that the opponent cannot stay on the ground idly. Other than that it will really depend on your understanding of how melty's neutral interactions and the demand for micro decisions work in order to work with her in neutral simply due to not having ribbons.

Pressure

A lot of her pressure is simple melty pressure with H and C moons where you use rebeats to disguise pressure resets within the staggers. some examples include

  • 2AA 5B, 5B
  • 2AA 5B, delay 2C
  • 2AA 5B 5A6A, 214B
  • 2AA 5AA dash grab
  • 2AA 5AA delay 6AA
  • 2AAAA iad j.B/j.C

these are basic examples but should send the point that with enough staggers you can even incorporate things like 236A into your pressure ideas. you also have a fuzzy overhead set up by doing Iad j.B dj j.C j.B as well to aid in your pressure. Be sure to take advantage of your 5B's long cancel window since it will be an important frame trap window. Of course when they respect your pressure enough you can then attempt to grab and if they are looking to OS or mash you can then deter than with instant j.2C or 236A. 214B is + but has considerable start up that can be either shielded, jumped out of or backdashed so be sure to show other options and not default to a single option to rotate from.

Okizeme

Her oki after j.2C is probably her strongest point as you can decide to either include j236B or not. Most times you will want to add j236B in order to make her oki stronger since web meaties opponents and in extension to that it also enforces respect. some of the oki options if you include web(j236B) that also works without web are these.

  • super jump into low
  • super jump delay air dash j.C
  • dash grab(better if you have j.236B set)
  • super jump j.C j.B
  • super jump j.A air dash j.C

There's plenty more you can learn from matches but these are some ideas to start you off.

Defense

There's not much to this Akiha's options since her shield is much weaker, no ex guard mechanics, etc. but here's some defensive options

For abare you have 2A and 4C both good at their own ranges and work for different purposes. 2A is really good if you manage to incorporate 1A~D in your defensive options while 4C is a fast command normal that hits far. Other than that you do have dodge, shield, metered bunker, regular bunker and jump and block all of which has its consequences/risks to them. Out of those options block and jump when its time to do so is the least risky option but if you always choose this option it can be a detriment to your defense overall. so be sure to recognize when to metered bunker, dodge, shield or even dash out of the corner if the opponent presents enough of a gap to do so.

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.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • Airthrow/6A+D
text
Meter Gained: text Meter Given (vs C-Moon): text
Standard melty airthrow ender. its important to note that this one of her weaker enders for oki and typically should be used in cases where you are sure j2C will not land or if you need the damage to finish the round.
Normal starter, grounded opponent,
  • j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text
One of her best enders since it sets up web ball oki(j236B).

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 623C
text
Meter Gained: text Meter Given (vs C-Moon): text
Your meter dump that also allows you set up web in the corner. Generally use either to meter manage or to set up web for your oki. Usually seen in the corner.
Normal starter, grounded opponent,
  • 2AAA 5B 4C 623C
text
Meter Gained: text Meter Given (vs C-Moon): text
A more optimized otg sequence for more damage and meter gain for meter management. Corner only.
Normal starter, grounded opponent,
  • j.22C
text
Meter Gained: text Meter Given (vs C-Moon): text
This only is typically seen midscreen after a j2C ender to extend the combo and corner carry.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 2C 5BB (super jump cancel) j.B j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Beginner combo that won't be needed when you get past unfamiliarity with this character.
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 5A6AA, (2A/2B) 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C(j.236B)
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Beginner combo that can be used in both the corner and midscreen. You can use 2A to make things easier or use 2B for better damage. If you have the corner you can then use j236B for web oki.
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 5A6AA, 4C 5C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C j.236B
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
a corner carry route to use and also does a lot of meter gain as well. May need to do 4C 5C 2C (slight delay) 5A6AA to make the combo stable.
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 5A6AA, 4C 5C 2C (w5A)6AA, 6C 2C (w5A)6AA, 2C slight delay 5B 5C, j.B j.C sdj j.C j.2C j236B
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
A stylish combo that only works if you started from barely outside of the corner. It corner carries to the full corner otherwise and gives a lot of meter gain in the process. the trickest part about this combo is the section regarding 6C 2C after the first rep of 5A6AA. To do this combo you want to slight delay all of your 5A6AA reps to ensure you get parts after to connect in a stable manner.
Normal starter, grounded opponent,
Works On: Nero
  • 2AA 5C 4C 6C 5A6AA, 4C 6C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
a Nero only corner carry route
Standing shield counter starter
  • (stand shield counter), 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Basic shield counter combo that you can use.
Standing shield counter starter
  • (stand shield counter), 2C (w2A) 2A 2C 5[B] 4C j.A j.A sdj j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
another variant shield counter combo that you can use.
Standing shield counter starter
  • (stand shield counter), 2B 5C 2C (w5A)6AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
a slightly more optimized shield counter combo and the most stable
Standing shield counter starter
  • (stand shield counter), 2C (w2A) 2A 5C 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text
A more optimized shield counter for damage and metergain.
Standing shield counter starter
  • (stand shield counter), 2C (w2A) 5A 2C (w5A), 5A 2C (w5A), 2A 2C (w5A)6AA, 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
optimized shield counter combo. very dependent on how high the opponent is when you hit them with 2C.
Standing shield counter starter
Works On: Nero
  • (stand shield counter), 5A 2C (w2A) 2A 5C 2C (w5A)6AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Nero specific shield counter.
Air throw starter
  • (air throw) 2A 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
A basic air throw combo.
Air throw starter
  • (air throw) 5A 2C (w2A), 2A 2C (w5A)6AA, 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
A more optimized air throw combo.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 5A6AA, 2B 5C 2C 5[B] 6C 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Basic corner combo to use. does a good bit of damage as well.
Normal starter, grounded opponent,
  • 2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 5C 2C (w2A) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Optimized version of the corner combo.
Normal starter, grounded opponent,
Works On: Nero
  • 2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 2C 5C, 2C (w2a) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Nero only variant
Normal starter, grounded opponent,
Works On: Nero
  • 2AA 5C 4C 6C 5A6AA, 4C 2C 5C, 2C (w2A) 2A 2C 5C, 2C (w2A) 2AA 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
A more optimized version of nero's variant
Normal starter, grounded opponent,
  • (air throw) 2A 2C 5C, 5C 2C (w2A), 2A 2C 5[B] 4C, j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
Corner air throw combo
Normal starter, grounded opponent,
  • (Air throw) 5A 2C (w2A) 2A 2C 5C, 5C 2C (w2A) 2A 2C 5[B] 4C j.A j.A j.C sdj j.C j.2C
text
Meter Gained: text Meter Given (vs C-Moon): text (Video)
An optimized route of the previous mentioned

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

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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Universal Mechanics

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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Special Moves

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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Arc Drive

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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Another Arc Drive

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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Last Arc

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Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
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General
FAQ
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