Melty Blood/MBAACC/Akiha Vermillion/Half 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
  • 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
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    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
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Additional Resources

H-V.Akiha Match Video Database
Be sure to check this article about H-VAkiha on Drunkard Shade

Players to watch/ask

Romanization Japanese name
Hato はと
Tsubasa
Shizuoka しずおか/静岡
Shuu しゅう
Kata かた
Satoken さとけん
Yukichi ゆきち

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*

Combos

  • This video serves as a reference for people learning this character, if you're interested in learning her please check it out: https://youtu.be/SqYOXf0Xh-Q (Courtesy of dare/veoid)

All damage values were calculated on V.Sion using the third momiji loop where applicable. For 6aa combos, damage 1 values are calculated starting with 2a 5c 4c while damage 2 values are calculated using j.c 5b 5c 4c

You should always go for the okizeme ender unless you want to end the round.

  • xx
Stands for a link
  • 66
A dash cancel
  • (w)
Whiffed normal
  • ( )
Optional move

Non situational combos

Inputs Damage / Meter 1 Damage / Meter 2 Notes
Basic
2a 5c 4c 5b 2c 623b -> momiji loop 4641 / 85% N/A Basic corner combo from 2a.
etc -> 5a 6aa 4c 2c 623b -> momiji loop 4564 / 103.2% 6116 / 111.5% Its range is about 1/2 of the stage to the corner
etc -> 5a 6aa 6c 66 delay 4c 2c 623b -> momiji loop 4449 / 114% Corner carry from anywhere except near the corner
Optimized
etc -> 5a 6aa xx 5b 2c 2a(w) delay 4c 623b -> momiji loop 4657 / 107.3% 6226 / 115.7% It carries significantly farther than its respective basic version
etc -> 5a 6aa xx 5b 2c delay 5c 4c 623b -> momiji loop 4896 / 115% 6327 / 123.4% Does not work near the corner
etc -> 5a 6aa 6c 66 wait 5b 2c delay 5c 4c 623b -> momiji loop 4486 / 120.6% 6059 / 129% Requires more space to the corner than its basic version
6aa loops (NOT recommended)
etc -> 5a 6aa 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop 4546 / 127.7% 6108 / 136.1% Does not work near the corner. 6aa should hit as late as possible
etc -> 5a 6aa 6c 66 delay 4c 5c 2c 5a(w) 6aa xx 2c 623b -> momiji loop 4388 / 133.3% 6119 / 141.7% Requires a lot of space
etc -> 5a 6aa xx 5b/4c 5c 2c 5a(w) 6aa xx 2c { delay 5c or a non-delayed 2a(w) } 4c 623b -> momiji loop 4847 / 142.3% 6392 / 150.7% Probably worth practicing for the meter and damage. If you end up too close omit the 5c at the end.
https://www.youtube.com/watch?v=PBX77TaQAAE

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.

Inputs Meter Notes
4c 623b 4c 623b 31.4% The most basic one
4c delay 2c 623b 4c 2c delay 5bb 623b 46.5% You can do 5bb 623b twice but it will prorate a lot
5b 2c 2a(w) 4c 623b 5b 2c 2a(w) 4c 623b 51% Whiffing 2a is optional. It doesn't change anything but the timing
5b 2c 5a(w) xx 2a 2c delay 4c 623b 5b 2c 5a(w) 6aa 2c 4c 5bb 623b 80.1% Requires low gravity. The second rep is very finnicky regarding gravity. The 5a whiff doesn't work on everyone.
You may replace 5a(w) with 2a(w) but it becomes a 1f link and it works only once

Situational combos

Inputs Damage / Meter Notes
High shield counter / Air counter hits
The damage was calculated starting from shield counter instead of an air CH.
2c 5bb hold 8 j.b j.c 9 j.b j.c AT 2633 / 45.5% Easy if you do j.c j.b 9 j.b j.c instead, otherwise it's not worth it.
(2c) 5b (5c) 4c 9 (j.a) bc 9 (j.a) j.bc AT 3056 / 60.1% j.a's are not doable if you decide to use 5c.
4c 5c 2c 5a(w) 6aa xx 2c (delay 5c 4c) 623b -> momiji loop Only do the optional moves if you aren't close enough to the corner
5c 4c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop Full corner carry version
5b 2c delay 4c -> momiji loop 3311 / 77.3% Only possible near the corner. You can omit everything but 2c
Low shield counter
2d -> 623b -> momiji loop 3670 / 69.7% If you aren't near the corner prefer the 2d knockdown instead.
2d -> delay 623c 5b 2c 5c 4c 623b -> momiji loop (1 rep) Metered fullscreen corner carry
2d -> 41236c 3419 Very situational but it's the biggest damage you can get from a low shield counter if you can't go for the loop.
Golden/Raw air throw
2a 2c 5bb sj8 j.b j.c 9 (j.b) j.c AT 2988 / 36.4% Basic damage confirm that works everywhere.
2a delay 2c 623b -> momiji loop 3292 / 64% Works only near the corner.
2a 5c 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop Easy, but doesn't work on some characters.
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa delay 6c 66 2c 623b -> momiji loop https://www.youtube.com/watch?v=jiEEQD2y4ec
5a 2c 2a(w) xx 2a 2c 5a(w) 6aa xx 2c 2a(w) 2a 5c IADc j.c land 9 j.b j.c 9 j.b j.c AT 3601 / 79.8% Damage variation of the one above.
Standing overhead in the corner
2c 2a(w) 4c 623b -> momiji loop
66 cross under sideswitch 2a(w) 5c 2c 5a 6aa 6c 66 2c 623b -> momiji loop
2bbb
2bbb j.IAD cancel j.c land 9 j.b j.c 9 j.c AT 3185 / 28.0% I hope you aren't planning to hit anyone with this.
Reversal 623c
623c 4c 2c 623b -> momiji loop (1 rep) 3448 / 18% Unstable. Not full corner carry.
623c 4c 2c 5a(w) 6aa 2c 623b -> momiji loop (1 rep) Unstable. Full corner carry. 6aa should hit as late as possible
623c j.66 delay j.c(w) land 5b 2c 5c 4c 623b -> momiji loop (1 rep) Full corner carry. Recommended
Air pit confirms
5b delay 5c 4c 9 j.b j.c 9 j.b j.c AT 5020 Let the pit hit fully before starting the combo. If you can't confirm immediately then go straight to 5c
(5b/4c) 5c 2c 5(w) 6aa (delay 6c 66) 2c 623b -> momiji loop 3448 / 18%
j.66 j.c land (5c) 4c 9 j.b j.c 9 j.b j.c 5263 / 52.6% Avoid double super jumps.
Far j.a (uncomboable without j.66)
j.a j.66 j.a sj9 delay j.aa j.66 (j.a) AT https://www.youtube.com/watch?v=84LLhL-TPYs
j.a j.66 j.a j.b land rejump 8 j.b sj9 j.c AT

OTG

I don't really know what would you use these for, but I guess it's good to know. You can put a 623c somewhere if you want to relaunch them for better oki.

  • 2aaaaa 5bb 4c 5c 5a 6a 2b
Probably the longest OTG string possible.

Setplay

Knockdown times

This data was collected manually using framestep. The height of the opponent affects the frame advantage. More height equals more advantage. The following are your untechable knockdowns and their frame advantage against a standing V.Akiha.

Please, take this as a ROUGH estimate and not as fixed absolute values.

Move Frame advantage
2c 45f or 71f if jump cancelled.
623b 63f
623c 71f or 109f if jump cancelled.
623a 18f
Throw 39f
Combo AT 12f
Golden AT 57f or 80f if jump cancelled
2d 47f
Guard cancel bunker 55f

Move Descriptions

Normal Moves

2A
Vakiha 2a.png
Melty Blood 2A.
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 3 10 -1 -

Standard-issue 2A. Your low of choice, and a decent abare and pressure tool.


5A
Hvakiha 5a.png
Basically an F-Moon 5A.
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 +1 -

Insane 5A. Fast, large horizontal range, +1 on block, hits crouchers. Rebeating into it at close range is just as good as whiff cancelling a move for advantage—and you can stagger out of it instead of letting it recover to frametrap people, too, much like a whiff cancel. This is the backbone of HVAkiha pressure at close range.

6A
Hvakiha 6a.png
Staggers, anyone?
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 7 4 16 -5 -

Decent 6A that moves VAkiha forward and has very little pushback on block. Useful in combos and stagger pressure.

6AA
Hvakiha 6aa.png
BNB filler.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 120 Absolute: 75% 3.0% SE, SP, EX, (J) HL 9 4 15 -1 -

Decent 6AA; mostly used as combo filler. You can use it in pressure, but do note that it can only be cancelled into specials.



2B
Vakiha 2b.png
Underrated button.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 260 Absolute: 85% 5.0% SP, EX, (J), N HL 5 9 13 -2 -

Big, fast 2B with a lot of pushback on hit or block if most of the hits connect. (You can cancel the move within the first few hits to get significantly less pushback, though.) It's a decent abare tool, and can get you to a good spacing fast in pressure. It's also a good button to fight wakeup 5D. However, it doesn't hit low.


2BB
Vakiha2b2.png
Sad 2b followup.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400 400 100% 4.0% SP, EX, (J), N LA 0* 5 20 -10 -

2B's sad followup; hits low, but only cancels into 2BBB and trips on hit, so it's pretty useless. *Startup assumes you cancel into 2BB within the first 7 active frames of 2B.


2BBB
Vakiha 2b3.png
Gimmick overhead.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 600 Absolute: 75% +6.0% J HA 25 5 16 +18 if JC, -3 -

Very telegraphed overhead that bounces them on hit; you need to jump cancel to follow it up for any damage. It's technically usable as a gimmicky pressure reset, since it can be jump cancelled for big +f on block—but, since 2BBB is the only thing you can do out of 2bb, the opponent has to be asleep for it to work. The button sees almost no use as a result.


5B
Vakiha 5b.png
Pressure machine.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 400 100% 6.0% SP, EX, (J), N HL 6 4 12 -1 -

The backbone of HVAki pressure when you're more pushed out. Moves you forward slightly and has a huge cancel window, in addition to being -1 on block; this allows for extremely ambiguous staggers and pressure resets. Be sure to tap the button very quickly when you use it, or you risk getting a longer startup from partially charging the move. Also note that it trips crouchers on hit.


5BB
Vakiha 5bb.png
Launcher.
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 3 29 -14 -

HVAki's launcher; basically useless outside of combos. On hit, hold 8 to get a command superjump to continue your combo.


5[B]
Vakiha 5bBE.png
An option, I guess.
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 29 9 8 +3 -

Slow, charged version of 5B. Plus on block, but the long startup limits its usefulness.


2C
Vakiha 2c.png
Sweep.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 500 Relative: 55% 7.0% SP, EX, (J), N L 8 5 20 -7 -

Does everything you'd expect of a sweep. It's situationally useful as an antiair and abare button, and also sees use as a poke.


5C
Vakiha 5c.png
Facekick.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 Relative: 90% 8.0% SP, EX, (J), N HL 9 6 17 -5 -

Big 5C that moves you forward a ton. Good in pressure for catching jumpouts and mash; also sees some use as an antiair, even though it knocks them away and wallslams them on air hit.


4C
Vakiha 4c.png
God button.
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 -10* -

The best button HVAkiha has, bar none. Huge, fast, and honestly ignorant. Sure, it has 26f recovery. But it's decent as an antiair, good as a callout in neutral, great in pressure, and fantastic as abare. Learn to love this button. You will be using it a lot. *Frame advantage is -12 if only the first hit connects.


6C
Vakiha 6c.png
Imouto kick.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N H 25 5 18 -4 -

Okay overhead. It's cancellable into a command dash on hit, which is crucial for your midscreen bnb. Further, when used after another C normal in pressure (e.g., the string 2AA 5C 6C), it will trade with mashing for a full combo, and beat certain options like dodge and F-Koha counter. It's also sometimes used for okizeme when mixed with 5{b} 2a as a low option.

j.A
j.A
Vakiha ja.png
It's a j.A, I guess.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HLA 4 4 N/A N/A -

Passable j.A. The boxes by themselves are weak, but on a character as fast as VAki, they work fine. Can also be used in airdash mixup (e.g., IAD j.a 66 j.c for high, IAD j.a land 2a for low).

j.B
j.B
Vakiha jb.png
Air poke, anyone?
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HA 6 7 N/A N/A -

Fantastic, very active air poke. Go-to air-to-air for opponents above or in front of you. Will whiff crouchers after an IAD.

j.C
j.C
Hvakiha jc.png
Another god button.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 Relative: 80% 8.0% SP, EX, (J), N HA 9 5 N/A N/A -

Very strong j.C, and your high of choice in airdash mixups. Hits behind you, beats basically every 5A anti-air if spaced correctly (vertically), and is airdash cancellable on block to boot. It's worth noting, though, that if you want to air-to-air with this button you need to either 1) be behind them or 2) be a good ways above them and hit the button preemptively. That green at the bottom is very, very close to the red—making sure you respect that is key to making the most of this move.

Special Moves

Plucking Birds 「」 - 236ABC
  • (Description) - Akiha will jump and spew some short range flame tongues. These are mostly used as resets or at foe's wakeup. You can't combo into or out of (except the EX one) any of these.
  • (A version) - Auto TK tongue. Akiha jumps a little and throws a flame tongue.
Very slow move (40f startup!) that hops over low moves and is +13 on block. Can be timed to safejump after 623b knockdowns. It's hard to use in pressure because it's so slow, though.
  • (B version) - It's kind of like a super backward jump that leaves a tongue.
It won't hit anyone unless they mash big normals. Leaves you with a jump cancel and 2 airdashes. Usable in neutral, and used to autotime some safejumps.
  • (EX version) - Akiha jumps high enough so that most normals won't even touch her and shoots a lot of flame tongues.
Useless outside of okizeme. On okizeme, though, it can be used to safejump or visually obscure meaty mixups. If they shield one hit, they're forced to shield the rest, so shields are a free throw.
Brilliant Impetus - Temporary String「」 - J.236ABC
  • (Description) - Spawns a red web that explodes after a set time. It's unshieldable, and very plus, but not very active. These are mostly TK'd; if you 66 then tk, you'll drop straight down instead of jutting backwards like you usually would.
  • (A version) - Stops you in the air before leaving a mine, then VAki drops at a fixed angle and speed.
A web is mostly tk'd and used for okizeme. Meatying with web is strong, safe, and gives you ample +f to continue pressure. Do 66 tk A web for a throw setup. You land next to them and can throw them after they get up; the web goes off during the throw and adds to your throw damage).
Not jump cancellable so don't do it high in the air.
  • (B version) - Keeps your momentum in the startup. After leaving the mine you'll drop in a fixed angle that goes back.
Useful in some autotimed safejump setups.
You keep your air options after doing it so it's somewhat usable in neutral. Can also use it to bail if you overextend pressure.
  • (EX version) - Same as A, except it does more damage and has a slightly faster startup (4f faster).
「」 - 214ABC
  • (Description) - Spawns a slowly advancing row of pillars. Useful as a zoning tool, or a situational anti-air; can also be used to end pressure reasonably safely (if uncharged) or to riskily reset pressure with big +F (if charged). Very situationally useful as okizeme post airthrow.
  • (A version) - Spawns three pillars in front of you; neutral on block if spaced correctly. This is the version you usually anti-air with.
  • ([A] version) - Spawns six pillars in front of you. Primarily used as risky zoning or a risky pressure reset.
  • (B version) - Exactly the same as A except the pillars start just after the range of uncharged A. Adjust use accordingly.
  • ([B] version) - Same as [A], but pillars start where uncharged A version ends. Again, adjust use accordingly.
  • (EX version) - Slow startup, and the pillars spawn very close to you, and move very slowly ,for a very long time. It has some invincible frames on startup, but doesn't really work as a reversal or anti-air. It's mainly used as a meter dump in neutral to avoid heat, provided you won't get punished.
「」 - 623ABC
  • (Description) - Not your standard DP. These are very punishable on block/whiff. These don't see much use in neutral and their usage as a reversal tool is limited. All of them give a hard knockdown.
  • (A version) - Very reliable anti-air with bleh reward—you only get a mediocre knockdown on hit. Usage is matchup specific. Keeps your dash momentum, oddly enough.
  • (B version) - Low crushes; punishable on block. Can be used as a risky reversal against meaty 2as, but it's mostly a combo tool.
  • (EX version) - A proper DP; active on frame 9, invincible until frame 10. However, it has disgustingly poor vertical reach, and doesn't get too far horizontally before the invuln wears off, either. Prorates very badly. Quite punishable on whiff or block.
Can be used after a high wallslam in some combos to set up 3-way mixup.
「」 - (J)22ABC
  • (Description) - An auto-detonating pit that is very plus on block (+41 for j.22a and j.22b, +59 for j.22c); it's used primarily for zoning and safe okizeme. Somewhat frustratingly, the pits aren't very active; for the a and b versions, each of the three pit ticks is a single frame, and for the c version, each tick is active for maybe 3 frames. Note that air pits are jump and forward airdash cancellable; further, they have a lot less recovery than the ground pits when TK'd. (In fact, they don't even have any landing recovery.) This makes the ground version pits basically useless.
  • (A version) - The pit appears below VAkiha. The air version pops you up slightly, but keeps your momentum. The last hit drains some small amount of meter on block.
  • (B version) - Almost exactly the same as A, but B pit appears where the A pit ends. Note also that the air version does not pop you up, unlike A.
  • (EX version) - As B, but has 5 ticks instead of 3, and the ticks are no longer active for a single frame (17f total active frames, versus 3). This makes it much more forgiving to time as okizeme.

Arc Drive

Crimson Lord: Uncountable Pureness 「赤主・遍生」 - 41236C
  • (Description) - Akiha shoots an almost, but not quite, fullscreen laser from her eyes. Has some invincible frames at the startup so it can be used as a reversal, but it's easily punishable on block done up close and it'll end your heat. Also used as a fullscreen punish.
Believe it or not, this move whiffs on most crouchers.

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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