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

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Character Page Progress

This page is still a work in progress, 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
  • Move Descriptions:
    • Add Special moves images
    • Add Universal mechanics section + images


Additional Resources

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

Players to watch/ask

JP:

EU:

Strengths / Weaknesses

Strengths
  • One of the easiest characters.
  • Extremely tough oki to break. Very few characters have a chance, and even then they take significant risk.
  • Strong air normals.
  • Very strong ground normal hitboxes and frame data.
  • Extreme meter gain with 2A 22B loops, but sacrifices the damage.
Weaknesses
  • Her damage output from usual confirms and combos is low.
  • Her damaging combos involve 2A 22A loops, which are very difficult and character specific.

General Gameplan

Neutral

First you gotta know how to play neutral with this character. It's the hardest part.
Aim to turn any hit on the grounded opponent into oki, unless it kills or if you feel like you need to balance HP or if it's in a corner.

In the air, it is extremely important to know and use your good j.A hitbox. It is slow, but if you use it pre-emptively, it is strong and safe air button.

On the ground, you have to make good use of your dash. It can cover whole ground in one dash, and gradually gains speed.
Dash 2A 2C can catch a lot of people trying to backdash when they see you dashing in.
Dash 5B is a strong way to poke opponent out of air, especially when you get behind them. You can hit confirm it into 3C and do an air combo.

You can try using air rings to control space. You keep rest of your air options once it's out, so it can be safe. Watch out for people super jumping to you though, if you get hit the ring gets cancelled.

To control air from the ground, you can use 623A. It is air unblockable and ex cancellable. So you should confirm counterhits, whiffs, normal hits and blocks.
On counter hit you can either dash 5B 3C into air combo, or you can try to start 22 loops into oki/damage.
On whiff, normal hit or block, you should ex cancel 623A to 214C

Okizeme

So you did your oki string or a throw. What now? Do 236A! Then dash towards opponent and quickly jump directly up. This will make you drift towards opponent.

  • Time to guess!
  • At this point, if you do nothing, you will land on the other side of the opponent.
    Here are your options to mix people up from the image:

    1. Empty jump into 2A.
    2. Empty jump into dash sideswitch.
    3. Empty jump into command grab.
    4. j.BC double overhead into 2A.
    5. j.BC double overhead into fuzzy j.B.
    6. j.BC double overhead into ground dash back to noclip through. Only works vs Akiha/V.Akiha.
    7. j.B tiny delay j.C whiff into 2A.
    8. j.B tiny delay j.C whiff into command grab.
    9. Air backdash j.B or j.C. sideswitch feint.

    You can also do a gimmick where you AD/AAD opponent from 236A/236C. 236A > dash in > 236A insta-cancel into AD/AAD. This can be beaten by mashing heat or a good DP.
    You can break shield attempts by throwing opponent, and doing 236A again.

    Some characters will be able to backdash out of the ring after your 2A starter into oki string.
    To deal with those options, either use less 2A's in that string, or use TK j.236B as an alternative oki:

  • Time to guess again!
  • This will push you away from the opponent, so you should super air-jump diagonally upwards toward opponent when they are in blockstun during j.236B.
    Your options are pretty identical to the above image. But it's harder to do j.BC double overhead. It becomes dependent on when you super double jump.
    Also you lose air backdash j.B/j.C option. You can still do similar oki after superjump, but they can mash 5A to beat it. Use sparingly.

    Pressure

    • When you have enemy blocking mid-screen, you can push them into corner but doing B or C button into 214C. It leaves your plus to do another string. There is no gap, so they can't shield it.
    • Note that when you do 5B 214C they have to block it the same way they blocked 5B or it will hit. Because of that bunkering it is also weird, normally its towards the same direction e.g. 4 > 214D. But because seifuku is on the other side it's 4 > 236D. And you have to input this very quickly, otherwise multihit will get you.
    • In the corner, you can start mashing 2A 5B loop. This is extremely oppressive vs characters who don't have fast 2A/5A. If opponent's fastest normal is active on 5f, then this loop will at worst trade. If you feel like they are about to mash out, stagger 5B with 2B, then 2C.
    • You can dash 2A delay command grab if you feel opponent will not mash out.
    • If you feel cheeky, you can also dash through opponent for a cross-up. It's slow, but if opponent get hits by it, it's their fault for sleeping.
    • In the corner you can prevent people from jumping out by doing 236A insta-cancel into 623C. Even if they shield 623C, 236A will keep you safe. 236A > 214C is also ok to catch jumpouts, you will be able to guard crush with 3C.
    • You can also feint 236A > 623C by doing 236A > 236C. They can dash in and 2A you though.
    • If in the corner you hit opponent with 2C but was outside of range of 3C to pickup the combo, you can do OTG string 2AAA 5B 3C tiny delay 22B. This will catch them teching neutral or forward.
    • You can do 2C into 236A. This is very fake, but you can make people be scared of jumping with methods above.
    • After ending a combo with an air throw in the corner, you can meaty 2B. It's a fairly safe meaty, but red hitbox outwards, good distance away. Some DPs might whiff.
    • 22A and 22C both do a lot of guard damage! And because each is a single hit, it's not easy to ex-guard like 236C. Another thing to note is that 22A is EX cancellable. This means F-Seifuku can have a burst guard damage by doing 22A > 22C.

    Defence

    • Shielding is very rewarding for F-Seifuku, because you can go into your loops and gain a lot of meter.
    • 214C is very evasive, it will avoid/punish a lot of 2B and 2C frame traps.
    • F-Seifuku can OS left/right mixups by inputting either 6236C or 4214C. Either 623C or 214C will come out.

    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.

    Normal Combos

    Condition Notation Damage
    vs V.Sion
    Notes
    Normal starter, grounded opponent
    • 2AAAA > 5B > 2B > 2C > 22A
    2723
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Okizeme Combo. You will be using this combo the most, especially after a command grab due to it's high proration.
    Normal starter, grounded opponent
    • 2AAAA > 5B > 2B > 2C > 3C > sj8.ABC > dj.BC > AT
    4109
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Basic BnB. Hold 8 during 3C to superjump. j.A can be omitted depending on spacing. If j.A is omitted, j.B will require a slight delay, otherwise you will end up too high to AT.
    Normal starter, grounded opponent
    • 2AAAA > 5B > 2B > 5C > 3C > sj8.ABC > dj.BC > AT
    4319
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Slightly optimised BnB. This requires better spacing, otherwise 3C whiffs. You have to add some delay to your dj.BC. You can fit j.A in there too, if you feel confident airthrow will also hit.
    Normal starter, grounded opponent
    • 2AAAA > 5B > 2B > 5C > 3C > IAD > j.C > land > j.AC > dj.BC > AT
    4492
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Optimised midscreen BnB. Corner carries slightly and deals more damage than basic BnB. Easier with higher hitcounts.
    Corner, grounded opponent
    • 2AAAA > 5B > 2B > 5C > 3C > 623B > j.AC > sdj.BC > AT
    4599
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Optimised corner BnB. Deals more damage than basic combos. The more 2A you do the easier it is, and more damage!
    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.
    Air throw start
    • AT > 5C > 3C > j.BC > j.BC > AT
    3053
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Simple air throw combo that works everywhere. You can use 5B 3C instead of 5C 3C, but you will lose like 70dmg.
    Air throw start
    • AT > {2A > 2C > 22B}x1-3 > 2A > 2C > 22A
    3034
    Meter Gained: 93.6% Meter Given (vs C-Moon): 31.2%
    22B loops into oki. Note that positioning is better if you do super jump > throw start instead of normal jump > throw.
    Air throw start, 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.
    Air throw start
    • micro walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT
    3467(1 rep)
    3809(2 rep)
    4066(3 rep corner)
    Meter Gained: 135% Meter Given (vs C-Moon): 45%
    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 easy 3rd rep. Easier to do than shield 22A loops.
    OTG, Corner
    • 2AAAA > 5B > 3C > delay > 22B
    Varies
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Can end with 236A for oki if they don't tech else slightly delay 22B catches all tech directions depending on the delay. Can go into loop if 22B hits with 2A 2C.
    j.B/j.C Air CH
    • j.C CH > walk > {2A > 2C > 22A}x1-3 > 2A > 2C > 3C > j.BC > j.BC > AT
    5929
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    You wish you would land these all the time! Used j.C CH starter for this one. Easier when in corner as usual because of spacing and possibility of 2AA in 2nd rep.

    Metered Combos

    Condition Notation Damage
    vs V.Sion
    Notes
    Normal starter, grounded opponent, 100% meter
    • 2AAAA > 5B > 2B > 2C > 22C > 3C > sj8.BC > dj.AC > AT
    4564
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Metered version of the damage BnB combo if you don't wanna deal with execution of 3C > IAD > j.C > land. Use it when you have meter to burn.
    Normal starter, grounded opponent, 100% meter
    • 2AAAA > 5B > 2B > 5C > 214C > {2A > 2C > 22B}x2 > 2AA > 2C > 22B > 2A > 2C > 22A
    3999
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    Metered version of the oki combo. Use it when you have meter to burn.
    Normal starter, grounded opponent, MAX
    • 2AAA > 5B > 2B > 2C > 22A > IH > walk > 2A > 2C > delay > 3C > AD
    4991
    Meter Gained: ??? Meter Given (vs C-Moon): ???
    IH Combo into AD.

    Matchup knowledge

    vs Nanaya

    After finishing your air combo in the corner, F-Seifuku can safely meaty Nanaya with 2B.
    If Nanaya DP whiffs, and you get punish. Nanaya cant jump because you should buffer with 3C to confirm into air combo.

    vs C-Seifuku

    You can do 214C to break their usual 22 oki.

    vs Nero

    You can punish his 4C with 214C. Not at max range though.

    vs Akiha/V.Akiha

    You can noclip them like so: Clip of the noclip.
    It's very easy to do, the only ingredients are 236 hitting them, them blocking, and you jump over hitting them with late j.C.
    You can also dash through 5B, to crush low shields, or weird 214C (who knows which way you even have to block now).

    vs Ryougi/Hisui

    Unfortunately, loops don't work on these chars. Yuck.

    Move Descriptions

    Normal Moves

    Standing Normals

    5A
    Fseifuku 5a.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    350 200 75% 3.5% - HL 4 4 8 0 -

    Mainly used for antiairing against IAD attempts and catching jumpouts. Not very useful as an antiair in general however. When catching jumpout attempts, can confirm into 3C fairly easily.


    5B
    Fseifuku 5b.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    600 350 70% 6.0% - HL 7 4 12 -1 -

    Very strong button in blockstrings as it moves you slightly forward. Useful to use as a reset point as ost chars do not have access to a 4F normal so 5B2A in blockstrings will trade at worse.


    5[B]
    Fseifuku 5bBE.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    650 400 70% 6.0% - HL 25 7 10 4 -

    Hits 3 times and offers the most blockstun out of all her normals. Has slightly longer reach than the uncharged version. Can reset with IAD j.B or dash 2A or dash cmd grab. Natural frame trap for 2[C].


    5C
    Fseifuku5c.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    900 500 100% 9.0% - HL 11 4 19 -5 -

    Used as optimisation for 5C 3C instead of 2C 3C in combos. Also used in the optimal corner only BnB.


    Crounching Normals

    2A
    Fseifuku 2a.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    300 150 75% 3.0% - L 3 4 5 3 -

    Most frequently used normal on the ground. Has good reach and is easy to hit confirm from. Gives a lot of frame advantage on block and after 2AAA block confirm can reset with IAD j.B or dash 2A or dash cmd grab


    2B
    Fseifuku 2b.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    600 350 80% 6.0% - L 6 4 15 -4 -

    Has a long reach and is easy to use. Useful button when they are outside of 2A range. Commonly used as a frametrap after 5B. Very strong as meaty after corner air throw, it can avoid some DPs and even heat attempts.


    2C
    Fseifuku 2c.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    900 500 60% 9.0% - L 11 3 20 -5 -

    Has very long reach. Does not move her forward. Useful to catch people attempting to jump out.


    2[C]
    Fseifuku 2c.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    1300 1000 65% 13.0% - L 20 3 16 -1 -

    Doesn't have much uses due to the pushback on block and lack of frame advantage, can frametrap with 22B or 5[B] however.


    Command Normals

    3C
    Fseifuku 3c.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    1000 550 65% 10.0% - HL 9 4 17 -3 -

    Strong preemptive antiair normal. Useful for catching people that are stuck air blocking a 236 ring.pressing 8 on hit gives you a super jump.


    Aerials Normals

    j.A
    Fseifuku ja.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    300 200 75% 3.0% - HL 6 4 - - -

    Her fastest air normal. Useful for air to airs. Retains your air options on whiff. Hitbox is not well suited for air to ground. The only F moon j.A that is not an overhead.


    j.B
    Fseifuku jb.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    600 320 90% 6.0% - H 8 4 - - -

    Horizontal range is pretty short so be careful of using this in the neutral after a jump attack. Useful button for IAD pressure however. hits behind slightly. Good hitbox downwards, should win over most, if not all normal anti-air attempts.


    j.C
    Fseifuku jc.png
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    900 600 85% 9.0% - H 9 4 - - -

    Has a much longer reach than j.B and can hit behind slightly. Strong jump attack.

    Special Moves

    Brilliant Impetus - Phosphorous Wheel
    236A/B/C
    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. Great tool for meaties and space control.
    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    A 1200 (930) (626) 75% 9.1%, 10.8% EX LHA 28 40 43 Plus -

    Throws a ring of fire in front of F-Seifuku that does 4 hits.
    Sets up F-Seifuku usual oki.
    EX cancelling into 623C can lock opponent in the corner or hit them jumping out.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    B 1200 (930) (626) 75% 9.1%, 10.8% EX LHA 48 40 43 Plus -

    Throws a ring of diagonally above F-Seifuku. Same damage and meter gain than A version.
    Can be used to do throw/command grab crouching opponents with some extra damage. Although normal oki is probably preferable to this.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    EX 2100 (1497) (1008) 75% -100% EX LHA 48 40 43 Plus -

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


    Drawing at the Moon
    623A/B/C
    F-Seifuku extends her reach with flames at an upward angle. Air unblockable.
    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    A 700 (700) (505) 45% 5.3%, 6.3% EX LH 13 5 28 -9 -

    The fastest version with 1 hit.
    EX cancelling into 214C can make this safe, and allow combo on hit.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    B 1560 (1200) (678) 80% 11.4%, 10.8% N/A LH 27 6 19 2 -

    Slower start up. Has a slightly higher angle than the A version. 2 hits. Plus on block.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    EX 2400 (1802) (907) 76% -100% N/A LH 9 18 38 -20 -

    Same angle as B version. Covers a larger area. Can be used as a reversal. 6 hits. F-Seifuku can OS a lot of left/right mixups because of this move and 214C, if you do 4214C or 6236C.


    Brilliant Impetus - Evening Beauty
    214A/B/C
    F-Seifuku jumps forward and attacks with flames.
    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    A 2000 (1412) (995) 65% 15.2%, 18% N/A LHA 31 8 12 3 -

    Jumps a short distance. 4 hits. Plus on block, but very reactable and thus easily shieldable. Pretty useless, but can be used as a knowledge check.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    B 2400 (1694) (1140) 65% 18.3%, 21.6% N/A HA 32 8 13 -3 -

    Jumps a longer distance. 4 hits. Not plus but safe. Is an overhead. Never actually crosses up, opponent can always block either way. Generally useless.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    EX 2800 (2095) (1208) 40% -100% N/A HA 14 8 13 3 A bit

    Same distance as B version. Covers a larger area. 4 hits. Plus on block, combo-able on hit. Overhead. This move has some iframes at the start, but not a true reversal. Because of how much it moves you forward, it's especially good at disrespecting some blockstrings and meaties. B or C button into 214C is not shieldable or DP'able, they can't act, but they can get hit. 5B 214C forces opponent to not switch block direction.


    Breaking Beasts
    22A/B/C
    Create a ring of fire around F-Seifuku feet.
    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    A 1300 (1300) (1010) 75% 9.9%, 11.7% EX LA 12 14 18 -4 -

    Your oki setup tool. Can also be used in 22A loops, those are hard but give damage and meter.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    B 1100 (1100) (808) 80% 8.4%, 9.9% N/A HA 20 14 8 6 -

    Does less damage than A version and has more startup. However, it's the one used for the loop to generate meter and get oki at the end.

    Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    EX 1800 (1800) (1212) 75% -100% N/A HA 9 14 19 -5 -

    Fairly useless. The only redeeming quality is it does a lot of guard damage. 22A also does a lot, so you can do 22A > 22C to do alot of guard damage.


    Brilliant Impetus - Ghost Lantern Maple
    63214C
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    700 (700) 505 45% 0% N/A U 5 1 29 10(hit) -

    F-Seifuku grabs and jumps over the opponent. Deals a small amount of damage and puts you on the other side of the enemy. Position shifts slightly. Leads into a combo so this will gain you a good amount of meter using this.

    Arc Drive

    Red Mistress - Locks of Hair
    41236C during MAX/Heat
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    1500, 10800 (1500, 3568) 1212, 2390 50% removes all - U 0 1 42 -16(hand explosion) Yes

    F-Seifuku grabs the opponent and summons a torrent of flames. This AD only connects if F-Seifuku is right next to the opponent, otherwise it will whiff and do no significant damage.
    There is a way to set this up. When you get oki with 236A, dash in close, 236A again and cancel it into AD immediately. This setup is not bulletproof, heat for example beats it pretty clean. You can try to RPS this setup with 236A > 623C/214C.

    Another Arc Drive

    Red Mistress - Locks of Hair
    41236C during Blood Heat
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    1500, 19800 (1500, 4583) 2922 50% removes all - U 0 1 42 -16(hand explosion) Yes

    Same move than the Arc Drive, but does more damage. Has same gimmicky setup as AD.

    Last Arc

    Red Mistress Ubiquitous - Scarlet Maul
    Grounded EX Shield during Blood Heat
    Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
    9250 (6204) 5018 95% removes all - U 0 2 22 ? Full

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


    General
    FAQ
    Advanced
    Characters
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    ArcueidCrescentHalfFull
    Powerd CielCrescentHalfFull
    Red ArcueidCrescentHalfFull
    V.AkihaCrescentHalfFull
    Mech-HisuiCrescentHalfFull
    SeifukuCrescentHalfFull
    SatsukiCrescentHalfFull
    LenCrescentHalfFull
    RyougiCrescentHalfFull
    White LenCrescentHalfFull
    NeroCrescentHalfFull
    NACCrescentHalfFull
    Koha-MechCrescentHalfFull
    HisuiCrescentHalfFull
    Neco-ArcCrescentHalfFull
    KohakuCrescentHalfFull
    Neco-MechCrescentHalfFull