Melty Blood/MBAACC/Akiha Vermillion/Crescent 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
  • 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.
  • (Combos:)
    • (Add a list of potential starter/ender options.)
  • Move Descriptions:
    • Add Special moves and AD/AAD/LA.
    • Add descriptions to the moves, specify how they function, cite their uses, add memes in captions, etc.


Additional Resources

C-V. Akiha Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*


General Gameplan

Place text here*

Neutral

Place text here*

Pressure

j.AB j9 j.C is an instant overhead (pseudo-fuzzy). j.C is cancellable into j.236B for another dash, have fun.

Okizeme

There are two ways of setting up a pit after a momiji loop, and that's by ending the loop with 2c or 623b. Basically they're the same as you can do the same follow ups.

Follow-ups
tk7/8.22c j.tk9/8.236a Set ups ribbon on wakeup. Yes the double jump j.236a is also TK'ed
8 j.22c j.236a Potentially slower alternate way of doing it.
tk7.22c j.tk7/8.236a j.8 66 {j.a(w) 2a}/{j.c} High/low mixup after ribbon. Haven't tested it yet so its reliability is dubious.
8 .. j.236a No pit but worth including because of how easy it is.

Defense

place text here*

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.

Starters

Enders

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A*5 > 5B > 4C > 2B(2) > 5A > 2A > tk8.236A
??? ???
Normal starter, grounded opponent
  • 2A*5 > 5B > 4C > 2B(2) > 5A > 2A > 2B > 236C
??? ???

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5C > 4C > 2C > delay 5BB > sj8 > delay j.(A)AB > dj.(A)BC
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic j.C knockdown combo. You can do 2A up to four times at point blank.
Normal starter, grounded opponent
  • 2A > 5C > 4C > 2C > delay 5BB > sj8 > delay j.AB > j.66 > j.B > j9 > j.(A)C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Gives slightly less damage/meter but carries further. You cannot crossup with IAD after this knockdown.
Normal starter, grounded opponent, 100% Meter
  • 2A > 5C > 4C > 2C > 623C > Land > 5B > 2C > delay 5C > 4C > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered fullscreen corner carry. Obviously you can only do 1 rep of the loop after this. This combo requires 623C to cross under so don't delay it too much.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5C > 4C > 2C > delay 5BB > sj8 > j.66 Sideswitch > j8 > j.BC
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner sideswitch combo. You'll only do this combo if you're facing AWAY from the corner.
Normal starter, grounded opponent
  • 2A > 5C > 4C > 5B > 2C > delay 623B > Momiji Loop
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The biggest corner damage you'll get starting from 2A.
Normal starter, grounded opponent
  • 2A > 5B > 2C > 5C > 4C > 623B > Momiji Loop
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Carries more than the previous combo. Goes into Momiji Loop if done from around the middle of the stage or less. If done on crouchers (because 5B trips crouchers) 5C needs a tiny delay.
Normal starter, grounded opponent
  • 6C, 2C > (2A(w) > 4C) > 623B > Momiji Loop
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Standard overhead combo in the corner. 2C is the only required move.

The momiji loop

If you miss one hit of 623B while doing these (i.e you started it too far away), following up with 4C won't work. Use 5B or 2B instead.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 4C > 623B > 4C > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The most basic one.
Normal starter, grounded opponent
  • 4C > 2C > delay 623B > 4C > 2C > delay (5BB) > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
You can do 5BB 623B twice but it will prorate a lot.
Normal starter, grounded opponent
  • 5B > 2C > 2A(w) > 4C > 623B > 5B > 2C > 2A(w) > 4C > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Whiffing 2A is optional. It doesn't change anything but the timing.
Normal starter, grounded opponent
  • 5B/4C > 2C > delay 623C > j.22C > land 2A > 2C > 4C > 623B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Puts a pit mid combo for more possibilities. Only do it if you're in max/heat mode.
Normal starter, grounded opponent
  • 5B/4C > 2C > 22C[pit explodes] > 5A > 2C > TK.22C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Combo for renewing a pit that is already up.

Move Descriptions

Normal Moves

2A
Vakiha 2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 150 Absolute: 65% 4.0% SE, SP, EX, (J), N L 4 - - - -

description


5A
Cvakiha 5a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 120 Absolute: 75% 3.0% SE, SP, EX, (J), N HL 4 3 8 +12 Hit

+1 Block

-

description



2B
Vakiha 2b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 260 Absolute: 85% 5.0% SP, EX, (J), N L 6 4 15 +15 Hit

-4 Block

-

description


2BB
Vakiha2b2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400 400 100% 4.0% SP, EX, (J), N LA 9 3 14 +17 Hit

+2 Block

-

description


2BBB
Vakiha 2b3.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 600 Absolute: 75% +6.0% J HA 26 4 51 Launch on Hit

Varies on Block

-

An overhead with rather slow start-up. Can be jump-cancelled on Hit OR Block so it is safe so long as it doesn't whiff. Very rarely used.


5B
Vakiha 5b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 400 100% 6.0% SP, EX, (J), N HL 10 4 11 +15 Hit

-3 on Block

-

description


5BB
Vakiha 5bb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400 200 Absolute: 70% 2.0% SP, EX, (J), N HL 7 4 20 +17 Hit

+2 Block

-

description


5[B]
Vakiha 5bBE.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 x3 400 x3 100% 3.0% x3 SP, EX, (J), N HL 20 1, 4, 4 9 +15 Hit

+3 Block

-

description


2C
Vakiha 2c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 500 Relative: 55% 7.0% SP, EX, (J), N L 11 6 23 Hard Knockdown

-11 Block

-

description


5C
Vakiha 5c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 Relative: 90% 8.0% SP, EX, (J), N HL 10 6 15 +18 Hit

-3 Block

-

description


4C
Vakiha 4c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 Relative: 80% 16.0% SP, EX, (J), N HL 7 4 26 +17 Hit

-12 Block

-

description


6C
Vakiha 6c.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.A
j.A
Vakiha ja.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.B
j.B
Vakiha jb.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

j.C
j.C
Vakiha jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HL 7 4 22 +13 Hit

-8 Block

-

description

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -

Arc Drive

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


Another Arc Drive

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


Last Arc

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


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