Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Melty Blood/MBAACC/Akiha Tohno (Seifuku)/Full Moon

From Mizuumi Wiki
Jump to navigation Jump to search

= Overview

Playstyle
Fseiface.png F-Seifuku is a begginner friendly character.
Pros Cons
  • Easy combos: Generally speaking, F-Sei is not very demanding in terms of execution, and the hardest thing she has, which are 22A/B loops, can be doable with practice.
  • Simple to understand Setplay: Okizeme is very forgiving. as it's all about getting a knockdown and setting a 236X ring. If you are paying attention, you will be able to punish your opponents if they try to disrespect it with shield, bunker or a reversal.
  • Pressure: For an F-Moon character, her offense is pretty decent, backed up primarily by the best 2A in the game, plus the addition of her command grab that allows you to combo off of it.
  • Low execution, low reward: F-Sei's damage leaves much to be desired, even with the loops (which don't always come in to play), your damage is barely average and volatile because those are not very hard to reduce.
  • Non-threatening mix: With a 236X set, F-Sei is actually unable to get anything dirty out of it. Opponents with good defense don't struggle at all trying to block, so the only thing they actually worry about is your command grab.
  • Subpar neutral: Your tools for this department are lackluster, even if you are fast, it can always feel like an uphill battle since you don't have good specials that help you out, no dedicated anti-airs, and no good air to air buttons.

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
Fseifuku 5a.png
Damage Red Damage Proration Cancel Guard
350 202 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.15% -

Decent anti-air, can also be used to catch jumps in the corner and to get a bit more damage out of the loops.

5B
5B
5B/[B]~3C
Fseifuku 5b.png
5B
5B
Fseifuku 5bBE.png
5[B]
5[B]
Fseifuku 3c.png
~3C
~3C
5B Damage Red Damage Proration Cancel Guard
600 335 70% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 12 -1 5.4% -

Good button in pressure, moves Seifuku slightly forward. If you can condition your opponent to not mash, you can do 5B > 2A resets.

5[B] Damage Red Damage Proration Cancel Guard
650*3 (1516) (941) 70% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
26 7 10 4 5.4%*3 (16.2%) -

Charged version now hits 3 times and has better hitboxes.

You can throw it every once in a while to force plus frames, but it should primarily be used to alter the timing of your 5B's, half charging it.

~3C Damage Red Damage Proration Cancel Guard
1000 555 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 17 -3 9.0% Clash 5-8

5B has the unique property of being whiff-cancelable into a quicker version of 3C, but there are no practical application for this.

5C
Fseifuku5c.png
Damage Red Damage Proration Cancel Guard
900 505 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 19 -5 8.1% -

Not common to use this for anything besides optimization for metered and launcher combos.

Crouching Normals

2A
Fseifuku 2a.png
Damage Red Damage Proration Cancel Guard
300 151 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 2.1% -

The best 2A in the game, 3f startup, spammable, plus, good range, and barely extends any green. You can go ham with it, as it's your pressure and combo starter.

2B
Fseifuku 2b.png
Damage Red Damage Proration Cancel Guard
600 353 80% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 15 -4 5.4% -

Decent grounded button with good range and disjoint.

Tipically used as a filler in combos and to do a frametrap after 5B, but can also be a decent poke in neutral

If you ever do an AT ender in the corner against Nanaya, doing meaty 2B will make his DP whiff entirely.

2C
2C
2[C]
Fseifuku 2c.png
2C Damage Red Damage Proration Cancel Guard
900 505 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
12 3 20 -5 8.1% -

Good sweep, impressive reach since it moves you forward during startup animation.

Important part of all of your combos, specially 22A/B loops, or last resort to catch jump attempts in pressure. Can be used as a whiff-punish tool, but it's difficult since it's not very fast.

2[C] Damage Red Damage Proration Cancel Guard
1300 1010 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
21 3 16 -1 11.7% -

Charged version is not very good, doesn't give plus frames, and doesn't work for combos.

Aerial Normals

j.A
Fseifuku ja.png
Damage Red Damage Proration Cancel Guard
300 202 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 - 2.1% -

Decent j.A, can be considered his only air to air move, doesn't hit overhead unfortunately.

Hitbox is okay, but it's on the slower side of j.A's, and the many fast and disjointed buttons of other characters force you to be more careful if you really want to get the air CH.

j.B
Fseifuku jb.png
Damage Red Damage Proration Cancel Guard
600 323 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 5.4% -

Slow for a j.B, and barely any horizontal range, however it's really good as a jump-in, or when people are below you, thanks to the downward disjoint, opponents can have a difficult time anti-airing you.

j.C
Fseifuku jc.png
Damage Red Damage Proration Cancel Guard
900 606 85% (O) SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 8.1% -

Has Another strong air button, can crossup the opponent.

It's 1f slower than j.B, and the disjoint is diagonally placed, so adjust your jump-ins accordingly.

Can work as an air to air, since it has okay horizontal range, but it's difficult with that long startup, and it doesn't have a lot of active frames.

Command Normals

3C
Fseifuku 3c.png
Damage Red Damage Proration Cancel Guard
1000 555 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 17 -3 9.0% Clash 10-13

Your launcher for air combos, Pressing 8 on hit gives you a super jump.

It has a clash hitbox, but it's not recommended as an anti-air. If you trigger the clash, the game doesn't allow you to jump cancel.

Universal Mechanics

Ground Throw
MB C-Seifuku Throw.png
Damage Red Damage Proration Cancel Guard
1300 505 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 9.0% -

Akiha grabs the opponent by the neck and explodes them. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MB C-Seifuku Throw Air.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1300
1212 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 9.0% -

Aerial version of Seifuku's throw. Untechable knockdown as a combo ender. One of the few air throws that build meter.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MB F-Seifuku 236D.png
MB F-Seifuku j.236D.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as 3C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% Full 1-3

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Seifuku 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100% - 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
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A version of C-Moon 6C with a bigger hitbox.

Blood Heat
Blood Heat
A+B+C during MAX
MB C-Seifuku ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
17 7 25 - uses all Full 1-24

Wide heat activation hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Seifuku CSpark.png
MB C-Seifuku 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

Special Movement

Forward Dash
MB F-Seifuku 66.png
MB F-Seifuku 66 Crossup.png
(Crossup) Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
12 (min) 19 0 - - Full (On Active)

Exclusive to F-Moon, Seifuku's forward dash will automatically make her hop behind the opponent as long as they are not directly in the corner.

Not a lot of uses for this besides situationally corner stealing.

Grounded Specials

236X
MB F-Seifuku 236A.png
MB F-Seifuku 236B.png
MB F-Seifuku 236C.png

Throw a ring of fire that does multiple hits. You can only have one ring up at a time.
Rings have no hitbox until they're fully set. Slow start up. Good tool for okizeme

A Damage Red Damage Proration Cancel Guard
300*4 (930) (626) 75% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 40 43 47 2.7%*4 (10.8%) -

Throws a ring of fire in front of F-Seifuku that does 4 hits, most common version for oki.

B Damage Red Damage Proration Cancel Guard
300*4 (930) (626) 75% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 40 43 47 2.7%*4 (10.8%) -

Another ring with the same damage and meter gain as the A version, but it's set higher.

Not a lot of reason to throw this out, except situationally trying to space control.

EX Damage Red Damage Proration Cancel Guard
300*7 (1497) (1008) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+33 70 8+29 79 -100.0% -

Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits.

623X
MB C-Seifuku 623A.png
MB C-Seifuku 623B.png
MB C-Seifuku 623C.png

F-Seifuku extends her reach with flames at an upward angle. Air unblockable.

A Damage Red Damage Proration Cancel Guard
700 505 45% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 5 28 -9 6.3% -

The fastest version with 1 hit, not as good for anti-airing as you would like it to be.

B Damage Red Damage Proration Cancel Guard
750*2 (1260) (678) 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
28 6 19 2 6.75%*2 (13.5%) -

Slower start up. Has a slightly higher angle than the A version.

Unless you need to do your optimal launcher combo in the corner, ignore this entirely.

EX Damage Red Damage Proration Cancel Guard
400*6 (1802) (907) 96% (M)*6 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+5 18 38 -20 -100.0% Full 1-5
Strike 6-21

Same angle as B version. Covers a larger area and can work as a reversal, but it's easily shielded post super flash.

214X
MB F-Seifuku 214AB.png
A/B
A/B
MB F-Seifuku 214C.png
EX
EX

F-Seifuku jumps forward and attacks with flames.

A Damage Red Damage Proration Cancel Guard
500*4 (1412) (995) 65% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
32 8 12 3 4.5%*4 (18.0%) -

Jumps a short distance and does 4 hits, plus.

Bad pressure reset tool, as it's very slow, opponents can easily react with shield and punish you for it.

B Damage Red Damage Proration Cancel Guard
600*4 (1694) (1140) 65% (O) -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
33 8 13 -3 5.4%*4 (21.6%) -

Jumps a longer distance. 4 hits.

No longer plus, but it's now an overhead. Don't ever use it.

EX Damage Red Damage Proration Cancel Guard
700*4 (2095) (1208) 40% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
1+14 8 13 3 -100.0% Full 1

Same thing as B version, except it's now plus, and launches on hit, allowing you to do a combo.

Good meter management tool in combos, adding more damage and allowing you to do 22A/B loops.

Only 1 frame of invincibility, so it's not a true reversal, but works as a situational disrespect tool in your opponents pressure, or to avoid certain setups, like C-Sei's pits on your wake up, but if you run into active frames, you get blown, and it's also easily shieldable post super flash.

22X
MB H-Seifuku 22AB.png
A/B
A/B
MB H-Seifuku 22C.png
EX
EX

F-Seifuku creates a ring of fire around her feet.

A Damage Red Damage Proration Cancel Guard
1300 1010 75% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
13 14 18 -4 11.7% -

A version is what you always do in your combos to get a hard knockdown into ring, but also used in loops and tech trapping.

B Damage Red Damage Proration Cancel Guard
1100 808 80% (M) - L
First Active Active Recovery Frame Adv Circuit Invuln
19 14 8 6 9.9% -

Does less damage than A version and has more startup, but it makes loops easier to do because of the lesser recovery.

EX Damage Red Damage Proration Cancel Guard
1800 1212 75% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
4+10 14 19 -5 -100.0% -

The only use for this move is to punish forward or back techs after OTG > 236A in the corner.

63214C
Hseifuku 63214c seq0200.png
Damage Red Damage Proration Cancel Guard
700 505 35% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
6 1 29 - 0.0% -

Command grab that switches sides and grants you a combo afterwards. One of the very few things F-Sei has to actually open the opponent.

Aerial Specials

j.236X
MB F-Seifuku j.236A.png
MB F-Seifuku j.236B.png
MB F-Seifuku j.236C.png
(Akiha's position here is from before air momentum takes place.)
(Akiha's position here is from before air momentum takes place.)

Air version of 236X. Recovers in mid-air before the ring becomes active, letting you use air movements or an air normal.

A Damage Red Damage Proration Cancel Guard
300*4 (930) (626) 75% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 40 43 47 2.7%*4 (10.8%) -

Throws a ring of fire diagonally downward from F-Seifuku that does 4 hits.

B Damage Red Damage Proration Cancel Guard
300*4 (930) (626) 75% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 40 43 47 2.7%*4 (10.8%) -

Throws a ring of fire at a position slightly further and less downward compared to A ring.

EX Damage Red Damage Proration Cancel Guard
300*7 (1497) (1008) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+38 70 6+35 79 -100.0% -

Throws a large ring of fire in front of F-Seifuku that lasts longer and does 7 hits. Launches F-Seifuku forward unlike the other versions.

Arc Drive

Red Mistress - Locks of Hair
41236C during MAX/Heat
MB C-Seifuku AD AAD Throw.png
Throw
Throw
MB C-Seifuku AD AAD Strike.png
Strike
Strike
Throw
Strike
Damage Red Damage Proration Cancel Guard
10800 (3568)
1500
(2390)
1212
50% (O)
100%
- A
LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+1 1 (26)
2
42 -
-16
removes all Full 1-58

Seifuku tries to grab the opponent, if successful, damages the opponent summoning a torrent of flames. If it whiffs, a small, blockable explosion will come out of her hand.

Another Arc Drive

Red Mistress - Locks of Hair
41236C during Blood Heat
MB C-Seifuku AD AAD Throw.png
Throw
Throw
MB C-Seifuku AD AAD Strike.png
Strike
Strike
Throw
Strike
Damage Red Damage Proration Cancel Guard
19800 (4583)
1500
(2841)
1176
50% (O)
100%
- A
LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+1 1 (26)
2
42 -
-16
removes all Full 1-57

Same move than the Arc Drive, but does more damage.

Last Arc

Red Mistress Ubiquitous - Scarlet Maul
Grounded EX Shield during Blood Heat
MB C-Seifuku LA.png
Damage Red Damage Proration Cancel Guard
9250 (3420~5679) (2699~4481) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+7 2 22 - removes all Full

Seifuku lifts the opponent up into the air and summons a pillar of flames.

General Gameplan

F-Seifuku's goal is to simply achieve any hit, convert it into a hard knockdown, and run her setplay, that's easier said than done, as her tools for neutral are not the greatest.

Neutral

She's fast, so you gotta take advantage of that, you have decent poking and your 5A or 2A for anti-airing, but you can have a hard time in the air thanks to your lack of air to air moves, j.A is your best bet in these situations, but it has quite some startup so knowing how to use it is important.

You can use j.236A/B to somewhat space control, but it's mediocre at best, as it takes a lot to come out, and you are also left vulnerable for a considerable amount of time, so if your opponents expects you're gonna throw a ring in neutral, they got a free hit.

F-Sei is strong when engaging from the air, as her j.B and j.C are amazing jump-ins that really make her hard to actually anti-air.

Okizeme

When you get a combo into 22A ender, or a throw, set a 236A, alternatively, you can do TK j.236A, to beat certain reversals like Nanaya's DP.

Proper set rings disallow your opponent to backdash or hit you with reversals, since you recover fast enough, however, they can still try to do stuff like shield or bunker.

  • If they shield your ring, you can throw your opponent and set another ring no problem.
  • If you block a regular bunker, they get hit by the ring, however H-Bunkers are more tricky though. Not getting hit by it is enough, as if you block it, you're still in an advantageous position, punishing H-Bunker is hard, but you can stay on the ground and try to grab them out of the startup frames.
  • Annoyingly, F-Nero can actually teleport out of oki in any direction, which makes it very hard to punish him, best thing to do is 236A oki and try to guess.

Unfortunately for F-Sei, she has null mix potential after you throw a ring, there are no l/r's to worry about, and good fuzzy blocking will basically prevent your opponent from getting hit by anything you come up with, there's no way for to prevent this. You got to understand that, the only thing that setting a ring does for you, is putting a hitbox in your opponents wake up to start your pressure safely, and if they try to disrespect with something, you can react and punish.

The dirtiest thing she has is the noclip bug, kind of like a l/r mixup, as shown here: Clip of the noclip

You set it making your opponent block a ring, then you jump and do a deep j.C, after that you can dash immediately to go to the other side or delay it to dash and stay same side.

The problem with this is that, there is only a short period of time where you can switch sides, this means that good opponents can actually fuzzy block the mix, but it does setup the command grab really well.

Things are not a lot different in the corner, but she has interesting shenanigans there.

After you finish a combo with 22A, instead of going for your usual ring oki, you can actually OTG your opponent a little with 2AAAA > 5B > 2B and then, throw a 236A, this is, in fact, weak to ground teching, but that's when you can mix it up with a delayed 22A, so if they tech, they get hit and you can start looping them.

There is also a way to to potentially get oki and punish forward tech at the same time, which is doing 2AAA > 5B > 2B > 236A > 22C.

As shown in this Video, if they forward tech, 22C hits them, and you can get a combo.

In case they neutral tech, it's not a real punish, but it forces them to block, as they can't jump or shield. However there is a gap during all of this, so characters with good reversals can beat the setup, as shown here.

Pressure

Her offense relies around pretty basic F-Moon pressure, but it is enhanced by how good 2A is, and you gotta use it well, as there are no other normals in her kit that give + frames.

You have to abuse your 2A's frame advantage, if you can do that and prevent your opponent from just mashing, you can start resetting pressure, with redash or an IAD, something simple like 2A > walk 2A can be quite strong, and at last you spice things up with the command grab.

5B > 2A can be particularly good against characters with 4f normals, as it will trade at worst, but in general, you would want to use 2B to frametrap your opponent, but if they block it, it's likely that your pressure will end shortly after, since the only thing you got left after that is 2C, to try and catch a jump startup.

This is because there's no easy way to extend your pressure at all, blockstring > 214C is fake against C and F, since they can bunker out, or do ex-guard if they happen to not have any meter. It can be a valid option against H-Moons, since they have to waste a 100 meter, but if they decide to do so, you are left in hard knockdown.

There is a gimmicky way to try and force a pressure reset, which is 236A > 623C, the idea is that, if they try to do something, they can get hit by the 623C. The problem is that, a common option that your opponents do is react with a jump, and after the superflash, they can just shield, which can create some scrambly situations.

Defense

Block, your defensive options are kinda limited. Try to ex-guard as much as you can, search for gaps to try to jump, as it is your less risky option.

Not saying that you can't mash though, 2A and 2B can be decent for abare.

623C is not a very good reversal, opponents don't need to OS due to the slow startup, they can just meaty and shield post superflash.

214C seems really good on wake up, since it's very evasive, however:

  • If you run into active frames, you die.
  • If your opponent does nothing, they can shield and punish.
  • If it ever whiffs, a lot of characters can actually punish your recovery frames.

For those reasons, you should only use it to situationally disrespect your opponents pressure, or avoid some setups.

Shielding is your last option. Getting a successful shield counter is good since it gives you loops, but it's very situational, if your opponents know how to chicken block, you will get punished for it, so try to only use it in situations where is guaranteed, like against F-Miyako's 421A.


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.
Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAAA > 5B > 2B > 2C > 22A
2723


Meter Gained: 41,4% Meter Given (vs C-Moon): 13,8%
Okizeme Combo. You will be using this combo the most.
Normal starter, grounded opponent
  • 2AAAA > 5B > 2B > 2C > 3C > sj8.ABC > dj.BC > AT
4109


Meter Gained: 77,4% Meter Given (vs C-Moon): 25,8%
Basic launcher combo.
Normal starter, grounded opponent
  • 2AAA > 5B > 2B > 5C > 3C > IAD > j.C > land > j.AC > dj.BC > AT
4446


Meter Gained: 77,4% Meter Given (vs C-Moon): 25,8%
Optimized launcher combo.
Corner, grounded opponent
  • 2AAAA > 5B > 2B > 5C > 3C > delay 623B > j.BC > sdj.AC > AT
4646


Meter Gained: 85,5% Meter Given (vs C-Moon): 28,5%
Optimized launcher combo in the corner.

22A/B Loops

There are 4 ways to get the loops, Shield counter, Air CH, IH and metered combos with 214C, it could also be possible with a Golden AT, but only in the corner.

While these are not the hardest thing to do, it can get quite tricky depending on the character, since not everyone has the same hurtbox.

The table below shows difficulty of the loops on each character. Note that difficulty in general is subjective, and you might find them easier or harder, however it is good to know if particular character is easier or harder relative to another character.

  • Easy means loops should go without problem, and you can use 2AA > 2C in there to put the opponent a little higher.
  • Easy+ is same as easy, but the timing of the first 2A should be when the opponent is a little bit higher than usual.
  • Medium means you should not go for 2AA > 2C adjustment, just try to get as many 2A > 2C as you can. Also hitboxes vary, but timing/opponent height when you do the first 2A is character specific.
  • Hard means medium, but with a stricter timing.
  • V.Hard Only for Hisui, time is very strict
  • VV.HardOnly for Ryougi, extremely precise 2A > delay 2C is needed for the loops to work, if you find these too difficult, you can simply go for launcher instead.

The corner column means if the loops can be done in the corner.

  • No means not possible, go for AT ender route.
  • Yes means possible, but some characters might require some adjustment
  • Short only means 2AA > 2C won't work.
  • Hard means you need to do 2A > delay 2C.
  • Very Hard means you need to do 2A > delay 2C and be extra precise with the first 2A.
Character Difficulty Corner
Aoko Medium Yes, micro walk back
Tohno Hard Yes, micro walk back
Hime Medium Yes, micro walk back
Nanaya Hard Yes
Kouma Easy Yes, 2C into loops
Miyako Easy Yes
Ciel Medium Yes
Sion Easy Yes, micro walk back
Ries Easy Yes, micro walk back
VSion Easy Yes
Wara Medium Yes, micro walk back
Roa Easy+ Inconsistent, micro walk back
Akiha Easy+ Hard
Arc Easy Yes
PCiel Easy+ Short only
WArc Easy Yes
VAkiha Easy Hard
Mech Easy+ Yes, micro walk back
Seifuku Easy Yes
Satsuki Easy Yes
Len Medium Yes
Ryougi VV.Hard No
WLen Medium Yes
Nero Medium Yes
Hisui V.Hard V.Hard
Kohaku Easy Yes
Condition Notation Damage
vs V.Sion
Notes
Shield Counter
  • 236D > 22A > {2A > 2C > 22B}x3 > 2A > 2C > 22A > 236A
2647


Meter Gained: 103.3% Meter Given (vs C-Moon): 33.6%
Easy 22B loops. 22B scales damage, so go for oki instead of air ender. Unless you want to get into MAX and heat during the air combo. Gives you a lot of meter. You don't have to use 22A at all, but using it as a first 22 and especially the last is not very hard. Very fun to practice and very strong way to gain meter if you can do these loops consistently.
Shield Counter
  • 236D > 22A > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT
3217(1 rep)
3650(2 rep)
3977(3 rep)


Meter Gained: 244.7% Meter Given (vs C-Moon): 47.3%
Harder 22A loops. Need delays before 2A, input 22A asap after 2C. Always go for air ender if you do these, otherwise go for 22B loops into oki. If towards corner, then 2nd rep should start with 2AA to allow easier 3rd rep. Not really fun to do these loops as timings are char specific... just do 22B loops instead.
Golden AT starter, Corner
  • AT > {2A > 2C > 22B}x3 > {2AA > 2C > 22B}x2 > 2AA > 2C > 3C > j.ABC > j.ABC > AT
3268


Meter Gained: 181.8% Meter Given (vs C-Moon): 90.7%
Max 22B loops with meter gain.
Normal starter, grounded opponent, 100% meter
  • 2A > 5B > 2B > 5C > 214C > 5A > 2C > 22A > 2A > 2C > 22A > 2A > 2C > 22B > 2A > 2C > 22A
4144


Meter Gained: 85,2% Meter Given (vs C-Moon): 41,1%
Metered combo that gives you loops. It becomes harder the more 2A's you add.
Normal starter, grounded opponent, IH
  • 2AAAA > 5B > 2B > 2C > 22A > IH > dash 2A > 2C > 22A > 2A > 2C > 22B > 2A > 2C > 22A
4737


Meter Gained: ??? Meter Given (vs C-Moon): 34,8
Initiative Heat combo.

Additional Resources

F-Seifuku Match Video Database
XxTexasTimxX guide on F-Seifuku

Notable Players

Name Color Region Common Venues Status Details
Alchemist Of Atlas
(Alchemist of Atlas#9350)

Sei Color30.png

North America Netplay Active
Eika
(Eika#0643)

Sei Color12.png

Europe Netplay Active
fushigidane
(フシギダネ)

Sei Color06.png

Japan Play Spot BIG ONE 2nd Inactive
namiyan
(なみやん)

Sei Color35.png

Japan A-cho, KoreWaMelty Inactive


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