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

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Name:   Akiha Tohno (遠野秋葉)
Voiced by:   Hokuto Minami (北都 南)  —  Type:   Human, Half-Demon
Gender:   Female  —  Blood Type:    A
Birthday:   Sept. 22  —  Sizes:   73 / 57 / 79  —  Height:   160cm  —  Weight:   45kg
Eye Color:   Blue  —  Hair Color:   Black

Overview

HSei is the most rushdown oriented of the Seifukus, with a strong emphasis on pressure and combos. She loses most of the zoning utility that CSei’s kit has, opting to focus more on her strong normals and good movement to score a hit and carry the opponent into the corner, where she can work her pressure. Notably, she has one of the most plus on block raw normals in the game, with her 5A being +6, a frame advantage even most F-Moons would be envious of. Combine this with her strong command grab and forward moving normals and you get some of the most brutal corner pressure Melty has to offer.

Strengths / Weaknesses
Strengths
  • Amazing pressure with a ton of plus frames in tandem with command grab
  • Strong normals such as 2B which is a very fast and disjointed low poke, and j.B which has a strong disjoint directly below her
  • Good movement with the fastest airdash of the Seifukus and a dash that can cover fullscreen distances very quickly
  • Has quite a few lows, including a few standing ones
  • Can consistently get full corner carry and okizeme from every combo
  • High optimization potential on combos for more damage
  • Amazing at knowledge checking people
Weaknesses
  • While strong, pressure can be very linear and weak to Ex-Shield and reversals
  • Most specials are either situational or just plain bad
  • Very tight execution requirements for damaging combos, with lots of character specifics
  • Damage can be very low when you take into account rebeat penalty, especially without more advanced routes
  • Very poor defensive options without meter for bunker

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
5A
5A~6A~6A
Hseifuku 5a seq0001.png
Hseifuku 6a seq0451.png
Hseifuku 6aa seq0452.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 2 11 6 2.45% -

A small standing low kick that is a whopping +6 on block, a frame advantage most F-Moons would shudder at. This move is absolutely amazing for pressure, and horrible for just about everything else. Try not to overuse this, else you’ll end up with a large rebeat penalty. Rather stubby, so try not to whiff it.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 6 10 -1 4.2% -

Swipe followup. Only -1 on block and moves you forwards a bit. Mostly used for midscreen pressure when 22B is less useful or if your 5A whiffs and you need something to cancel into.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 3 12 3 7.0% -

Final followup, launches and +3 on block. This may seem very good at first glance, being +3 on block as a 5A6AA, but this move also has the property of pushing you +3 kilometers away from the opponent on block, so it’s mostly used for ending pressure in a safe manner.

5B
CSeifuku5b.png
Damage Red Damage Proration Cancel Guard
600 288 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 12 -1 4.2% -

Another standing low kick, and your best option for a low in most cases. Your best starter for most situations. Being a standing low, this is good to use in pressure to avert shield attempts in conjunction with 2b. The disjoint makes it quite good for baiting heat. Combos into itself on counterhit.

5C
Fseifuku5c.png
Damage Red Damage Proration Cancel Guard
500*2 (954) (550) 94% (M), 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 19 -11, -4 3.5%*2 (7.0%) -

A two hit swipe where Seifuku takes a large step forwards. Decent for abare, being quite large and reasonably fast. Moves you forwards a ton when cancelled, and even more so on the first hit.

Crouching Normals

2A
Hseifuku 2a seq0004.png
Damage Red Damage Proration Cancel Guard
300 144 70% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 -2 2.1% -

A crouching swipe that hits mid. A slightly below average 2A, but still strong. Your fastest normal, so best used to start pressure strings or mash at close range.

2B
Fseifuku 2b.png
Damage Red Damage Proration Cancel Guard
550 336 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -8 3.85% -

A quick and low swipe, perhaps her best normal. Extremely fast at frame 6 and has a very disjointed hitbox with a low profile to boot. It moves you forwards as well, so it’s amazing for pressure as well as confirms, especially when used alongside 5C. Has a long recovery, so take care not to whiff.

2C
Hseifuku 2c seq0006.png
Damage Red Damage Proration Cancel Guard
850 384 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 4 20 -6 5.95% -

A sweep that moves Seifuku slightly forwards. Very average, only used in combos.

Aerial Normals

j.A
Fseifuku ja.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 - 2.1% -

Fast air normal, your best air to air. Keeps air actions on whiff like most j.As, so good for scouting and fishing for counterhits.

j.B
Fseifuku jb.png
Damage Red Damage Proration Cancel Guard
600 307 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.2% -

The downwards disjoint on this button is quite large, meaning it can beat a lot of traditional anti air attempts. Its usefulness decreases outside of when you are directly above them however. Also very useful for fuzzies.

j.C
j.C
j.[C]
CSeifukujc.png
CSeifukuBEjc.png
j.C Damage Red Damage Proration Cancel Guard
800 480 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 5.6% -

Another really nice jump-in. Has a pretty large hitbox, with a larger crossup hitbox than j.B, so it works well in covering angles that button does not. You can also partially charge it, which can come in handy for empty jump mixups or simply for altering when the button comes out in neutral.

j.[C] Damage Red Damage Proration Cancel Guard
1200 960 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
18 7 - - 8.4% -

Charged j.C that is integral to most combos you’ll be doing. It has an extreme amount of disjoint when charged, but also alters your momentum, making usage in neutral a bit hard. Can set up fuzzies with the upwards boost when used with j.B.

Command Normals

6B
Hseifuku 6b seq0240.png
Damage Red Damage Proration Cancel Guard
600 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -7 4.2% -

Forward reaching swipe, exclusive to half moon. Very useful normal for stopping instant airdash approaches or just for generally swiping people out of the air. On the ground it is prone to being low profiled.

6C
CSeifuku6c.png
Damage Red Damage Proration Cancel Guard
500 288 80% (O) N, SP, EX, (Jd) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 23 -10 3.5% -

The Akiha Kick™. Mostly combo and blockstring filler.

Universal Mechanics

Ground Throw
MB C-Seifuku Throw.png
Damage Red Damage Proration Cancel Guard
1300 480 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

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
1152 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 7.0% -

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
Auto after a successful Shield (Air OK)
MB F-Seifuku 236D.png
MB H-Seifuku 236D.png
MB F-Seifuku j.236D.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as F-Moon 3C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% Full 1-3

Same animation as F-Moon j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Seifuku 214D.png
MB H-Seifuku 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

A version of 6C with a bigger hitbox.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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

Grounded Specials

236X
MB H-Seifuku 236A.png
MB H-Seifuku 236B.png
MB C-Seifuku j.236C.png
A Damage Red Damage Proration Cancel Guard
800*2 (1381) (828) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 10 28 -7 5.6%*2 (11.2%) -

Seifuku jumps back in the air and performs a slightly upward-angled flametongue attack. Not useful for much due to lack of reward or threat.

B Damage Red Damage Proration Cancel Guard
800*2 (1381) (828) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
21 10 27 -4 5.6%*2 (11.2%) -

B version jumps back further and is downward-angled. Similar usefulness to 236A.

EX Damage Red Damage Proration Cancel Guard
450*6 (2279) (1215) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13+6 12 16 17 (max) -100.0% -

Seifuku jumps back and summons a 6-hit ribbon. Easily crouched under, but useful for metered extensions to combos.

623X
MB C-Seifuku 623A.png
MB C-Seifuku 623B.png
MB C-Seifuku 623C.png
A Damage Red Damage Proration Cancel Guard
700 480 45% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 5 28 -9 4.9% -

Seifuku casts a spike of fire into the air at a forward angle. Air unblockable. Fast startup, long recovery. Somewhat useful as anti air, but has a weird hitbox and long recovery. Useful after a dash to catch jumpers and large characters (such as Nero summoning stuff). It does only 1 hit, so can be combo'd after on Counter Hit.

B Damage Red Damage Proration Cancel Guard
750*2 (1260) (645) 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
28 6 19 2 5.25%*2 (10.5%) -

Slower version. Can be used in combos, not much reason to otherwise.

EX Damage Red Damage Proration Cancel Guard
400*6 (1802) (864) 96% (M)*6 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+5 18 38 -20 -100.0% Full 1-5

This version has strike invulnerability, and can be used as a reversal. However, grab beats it on wakeup, and it's very easily avoidable if read. Not as good as a real DP, but hits very far and high.

214X
Scorching the Moon
214A/B/C (No EX)
MB H-Seifuku 214.png
MB H-Seifuku 214 Pillar.png
Damage Red Damage Proration Cancel Guard
700 480 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
50 4 40 - 4.9% -

H-Sei's "Soko De". Summons a tall pillar in front of Seifuku that becomes active shortly after she recovers. Button choice only affects the pillar's distance from Seifuku. On the ground this is mostly used for Oki, with the air version serving a lot better for neutral.

22X
MB H-Seifuku 22AB.png
A/B
A/B
MB H-Seifuku 22C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1300 960 75% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
13 14 18 -4 9.1% -

Seifuku surrounds herself with a low to the ground burst of energy. Hits low and causes untechable knockdown on hit. EX cancelable on whiff.

B Damage Red Damage Proration Cancel Guard
1100 768 80% (M) - L
First Active Active Recovery Frame Adv Circuit Invuln
19 14 8 6 7.7% -

A "longer startup but short recovery"-type B version. +6 on block. Slow, but if you cancel a normal into this the gap will almost always be small enough that they can neither mash nor jump. Prone to being shielded versus C-Moon, but H and F shield counters are too slow to punish this, so they have to find character specific options for a punish. The lack of pushback in the corner makes this great for setting up command throw.

EX Damage Red Damage Proration Cancel Guard
1800 1152 75% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
4+10 14 19 -5 -100.0% -

EX version is much bigger and launches the opponent upward into an air-tech state on hit. If you are able to hit the one frame link into j.A, this can lead to massive damage, otherwise link into 6b for an easier combo.

63214C
Hseifuku 63214c seq0200.png
Damage Red Damage Proration Cancel Guard
700 480 35% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
6 1 29 - 0.0% -

Seifuku's command grab. Sideswitches and lets you combo off of it. Core to her gameplan, you'll want to make them block a lot of + frames and mix them up with this in pressure.

Aerial Specials

j.214X
Scorching the Moon (Air)
j.214A/B/C (No EX)
MB H-Seifuku j.214.png
MB H-Seifuku 214 Pillar.png
Damage Red Damage Proration Cancel Guard
700 480 75% (O) -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
49 4 25* Plus 4.9% -

Aerial "Soko de". Jump cancellable even on whiff. Used for falling oki after a j.[C] ender. Can serve some use in neutral, but it's slow and hard to convert without a counterhit.

Arc Drive

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
(2275)
1152
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 grabs the opponent and assaults it with fiery might. Command grab that only grabs grounded targets when they're close, but aerial targets much easier, even when they're almost above her. If the grab part whiffs, the will only be a small explosion coming out of her hand.

General Gameplan

HSei is typically aiming to score one hit in neutral, which she can use to carry the opponent into the corner and start her pressure. She mainly wants to use her j.A to fish for a counterhit, and use it to take the opponent to the corner. Her pressure is where she really shines, where she can play a scary strike throw game with her command grab and plus frames, which will loop back into itself when she gets a hit.

Neutral

You'll want to turn any hit in neutral into corner carry, which is pretty easy with her great confirming ability. In the air, j.A is your best air to air and can easily snipe people slightly above you. It's safe to whiff just like most melty j.As, and if you see the opponent is vulnerable after you've done rising j.A, that's when you'll want to airdash in. If you intercept the opponent in the air, you should do j.AAC and react accordingly with dj.[C] if it connects. This allows you to confirm non counterhit j.As into a full combo.

On the ground, abuse your dash to snipe landings, or dash under air approaches with the low profile. It can travel full screen distances quickly with the great acceleration, but keep in mind it's weaker at closer ranges due to the somewhat long startup. 2B is your best option for a poke or counterpoke, with a quick startup, good low profile and long range. It's easily confirmable into 5C at most ranges, although at the very tip of 2B, doing 2B 5C will cause the first hit of 5C to whiff, so adjust your timing accordingly. 2B is very prone to being airdashed over and punished, so in those cases 5B is a good option for a poke as well. It has a lot shorter recovery than 2B, which can save you in a lot of situations, albeit at the cost of range. 5C is also a good option due to it's size. 6B does well at sniping people out of the air, and has good range, making it a good poke to throw out if you wish to cover multiple options. It is quite prone to being low profiled at longer ranges, however.

Finally, j.214X has some use in neutral for catching people extending large hurtboxes. It's jump cancellable on whiff, but even this is painfully slow, so it should be used sparingly and at long range where the opponent cannot punish you for it. Best used against characters with poor movement or range.

Pressure

HSei possesses a very strong but linear pressure game. She mainly wants to use the frame advantage on two things, 22B and 5A, both of which are +6, to keep her turn and keep looping her offense. After she conditions them not to mash, she can use her strong command throw to punish them for blocking and keep them guessing.

First, her basic pressure loop: 2A 5B 2B 5C 22B 5B/2B 5C 22B...

This is how your pressure will be structured for the most part. You will simply slot in different moves for different purposes, for example using 5A midscreen instead of 22B. Lets look individually at the moves that are most useful for pressure.

5A- One of your two main pressure resets, +6 on block and also a low. Very hard to contest without simply guessing what she will do after she's plus. The main downsides of this are the lack of range (it's minus when it whiffs) and that it can quickly rack up rebeat penalty, which will hurt your damage.

22B- Your other main pressure reset, which is ALSO +6 on block and ALSO a low. Best used in the corner, where it will not push you back at all, making it amazing for setting up command throws. You'll want to cancel higher blockstun normals into this, so that it leaves as small of a gap as possible. If the opponent shows they can deal with this, you'll want to mix up what normals you cancel into this. 5C will be your go-to for the best forward movement, but make sure to keep it varied.

5C- Most important normal for moving yourself forwards. Important to keep in mind is the difference between 5C(1) and 5C, as the two hits have different properties when cancelled. The first hit will move you forwards the most, but has poor frame advantage, while the second hit moves you forwards less but has better blockstun. What this means is 5C(1) is better for cancelling into 5A or 6C, while 5C is best for doing 22B. Of course, if you're willing to risk it, 5C(1) 22B will push you massively forwards while leaving a rather large gap.

5B/2B- Used for resetting after you are plus from 5A or 22B. Make sure to swap which move you use to catch people trying to shield.

624C- Command throw that nets a full combo on hit, used in place of 5B or 2B to catch the opponent blocking. Useful for making sure the opponent doesn't just block all day.

623B- Niche special that is +3 on block and nets a good corner combo on hit. Mostly used as a hard callout for opponents shielding 22B.

5A6AA- +3 on block, but pushes you out massively on the last hit. Best used for safely ending pressure while also throwing out one last frametrap.


Okizeme

...j.[C] j.A(w) fall j.214A

...j.[C] falling j.B 2C 22A 214A

Okizeme setups after her two most common enders. You're aiming to hit to make the pillar hit meaty, which will grant you really good frame advantage for starting your pressure. If you make sure to block while the pillar is going off, then you'll be safe from most reversals. If the pillar is going off screen, you can change the timing or do dj.8[C] as an ender to ensure proper spacing.

Defense

Being a H-Moon character, your defensive options are naturally quite limited, and her toolkit doesn't offer many other options. The one saving grace is that her abare options are quite good.

623C- Not a very good reversal. Metered, horribly punishable on block, and it doesn't even have throw invul so it'll lose to those. It's quite active at the very least, and your only true reversal, but the meter would better be spent on bunker.

214D- H-Moon trademark defensive option, and the main way you'll be getting out of pressure. Scores a hard knockdown when done out of blockstun, but costs 100 meter. This is what you'll mostly be saving your meter for, if not heat. Best used if you are in the corner, since you'll be able to steal it back from the opponent, and leave them in a poor situation.

Abare- Her main options for this include 2A, an average 4f 2A that can cancel into itself for mashing. Good for calling out smaller gaps in pressure. She also has 2B, which is a very fast and disjointed low poke with large recovery. Great for mashing out of pressure, but use with caution. Finally she has 5C, which is a frame 10 move that's good at longer ranges.

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.

Note: These combos can be found in the combo tutorial linked at the bottom of this page in additional resources, alongside some others. For more advanced combos, visit the combo document also at the top.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C > 2C > 6C > 6B > j.BC > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w)
3925


Meter Gained: 59.3 Meter Given (vs C-Moon): ???
The most basic combo you’ll be using frequently. Delay the j.214B to give you enough time to rejump, and use j.214A instead if you are in the corner. Whiff j.A after the j.[C] ender so you can set the pit as low as possible for okizeme.
Normal starter, grounded opponent, 100% Meter
  • 2A > 5B > 2B > 5C > 6C > 22C > 6B > j.BC > j.C > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w)
4707


Meter Gained: -64.1 Meter Given (vs C-Moon): ???
Simple metered combo, buffer the 6B after 22C to link into an air combo.
Standing Shield
  • 5D > dl 22A > 2C > 6C > 6B > j.BC > dj.[C] > dl j.214B/A > Land > j.BC > dj.[C]A(w)
2633


Meter Gained: 58.3 Meter Given (vs C-Moon): ???
Combo off standing shield, delay the 22A enough to hit, but not too much so that you'll have time to combo into 2C.
Gold Airthrow
  • gAT > 2C > dl 6C > 6B > j.BC > dj.[C]A(w)
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Airthrow uses a bounce, so you'll have to end the combo earlier to compensate.

Additional Resources

H-Seifuku Match Video Database
H Seifuku Basic and Intermediate Combos by Whisk
H-Sei Guide by Dumb Seagull (WIP)
"H Seifuku Combo Doc/Notes" by Cheezy

Notable Players

Name Color Region Common Venues Status Details
Whisk
(Whisk#5389)

Color

North America Netplay Active Main page editor. Found in Melty Blood Community Server and Melty Blood Main Server.
kurogato
(kuroneko#5496)

Color

South America Netplay Active Found in Reverse Beat Brasil. Solid player who is a black cat.

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
  • Combos:
    • Add damage, meter gain/given numbers and video links to pre-existing combos.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Move Descriptions:
    • Expand upon the pre-existing move descriptions, cite their uses, add captions where helpful, etc.

This page was edited by Whisk#5389 on discord. Please message me there if you have any questions or concerns.



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