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

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Name:   Akiha Tohno (遠野秋葉)
Type:   Human, Half-Demon
Gender:   Female  —  Blood Type:    A
Birthday:   Sept. 22  —  Sizes:   73 / 57 / 79  —  Health Value:   12965  —  
Backdash IFrames:   15  —  Backdash Duration:   26

Overview

Strengths Weaknesses
Strengths
  • Stable match-up spread.
  • Great ground mobility.
  • Great specials.
  • Good normals.
  • Plus on block 2A.
  • Four lows, two are standing normals.
  • Powerful rewards from neutral.
  • Any hit leads to the same combo that corner carries.
  • Has a command grab that also corner carries.
  • Only need to learn one combo to get started .
  • Stable setplay in the corner.
  • Can shift from defense to offense near seamlessly.
Weaknesses
  • No self-cancellable grounded A normals.
  • Pressure can be a bit linear at times.
  • No meterless reversal. aside for heat, the other metered reversals are poor to use most of the times.
  • A bit weird to confirm from clipping jump outs with normals.
  • Abare options are a bit on the slow side as her 2A is active on frame 6.

Introducing C-Seifuku Akiha, one of the top tiers to exist in MBAACC. The character by nature can be played however you would like, but rewards those who gravitate towards a defensive zoning style. One of the main reasons is that she has the incredible tool at her fingertips(literally) called "Soko Ne". A move that materializes a flame pillar that is AUB and what's more is that it can be jump cancelled on Whiff, Hit, and Block. It's a move that minimizes any sort of risk on C-Seifuku's part to great lengths. With that in mind, it means that she can fish for a hit with j.214A/B and then corner carry off of any stray hit at any point in time. She quickly turns from a zoning, defensive styled character to an oki/setplay focused one in the corner. She has a total of 4 lows that all have to be correctly shielded and one of the lows is +1. Her normals overall are great as 2C is a decent poke against hyper aggressive players that dash in mindlessly, j.A is a multipurpose tool for dealing with foes that are in A2A and overall just an excellent rising normal option, j.B is an excellent move to use if someone is clearly above you where your specials won't reach and is also good as a rising button to fish for counter hits if you feel the opponent is trying to approach you from the air.

Sadly(or thankfully depending on what side you're on) her main weakness is that while j.214A/B is powerful, if the opponent knows the vectors in how she will apply the special it becomes more of a detriment if you use it too liberally without paying attention to the screen. SO while your particular special is that powerful that it can quickly turns the tables in your favor, blade as any, is better when its in its sheath. if you can get over the quirk of the char's lack of repeatable A normals, the character is a robust, strong top tier that has very little problems with answering to the issues that the cast throws at her.


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
CSeifuku5a.png
Damage Red Damage Proration Cancel Guard
350 196 75% (O) -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 12 -4 3.5% -

Seifuku quickly scuffs the opponent's kicks.

  • Your preferred low for mixup.
  • Common blockstring and combo starter.
  • Cannot be cancelled into itself, unlike other 5As. However, it cannot be low shielded in exchange.
5B
CSeifuku5b.png
Damage Red Damage Proration Cancel Guard
600 294 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 4 12 -1 6.0% -

Relatively quick shin kick.

  • Hits low.
  • Occasionally usable as a poke or stop sign in neutral.
  • Good in pressure for several reasons:
    • Very long cancel window.
    • -1 on block, though it has some pushback.
    • Disjointed enough to outspace mashing.
5C
5C
5[C]
CSeifuku5c.png
5C
5C
CSeifukuBE5c.png
5[C]
5[C]
5C Damage Red Damage Proration Cancel Guard
800 490 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 20 -6 8.0% -

Forward kick that hits mid.

  • Tons of forward movement you can abuse for pressure; 5C will often push you most or all of the way back into 2A range.
  • Begins charging if held for more than 5f.
5[C] Damage Red Damage Proration Cancel Guard
1100 686 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
30 4 23 -9 11.0% -

Charged kick. Overhead.

  • Fairly slow overhead at 29f startup. However, 5{c} 2a works as a good low counterpart to 5[c], so it still gets some use.

Crouching Normals

2A
CSeifuku2a.png
Damage Red Damage Proration Cancel Guard
350 196 75% (O) -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 7 1 3.5% -

Decent low poke.

  • Unlike most 2As, cannot be cancelled into itself, meaning you can't spam this move a couple of times to hitconfirm. Cannot be shielded standing, however.
  • This is your only plus frame normal, so it's critical to your pressure game.
2B
CSeifuku2b.png
Damage Red Damage Proration Cancel Guard
600 343 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 6.0% -

Hits mid and moves forward.

  • Solidly disjointed; often a good poke.
  • Good combo and blockstring filler.
2C
CSeifuku2c.png
Damage Red Damage Proration Cancel Guard
850 490 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 6 14 -2 8.5% -

Outrageous sweep. A bit slow at 10f startup, but that's the only downside.

  • It's a huge button with a lot of forward movement, so it's useful in almost all gamestates.
    • In pressure, it's got a similar use to 5C, insofar as you can use the forward movement to rebeat into 2A. You can also use it as a safe blockstring ender, since it's -2 and has a decent amount of pushback.
    • In neutral, it's a solid poke, and can situationally serve as an antiair.
    • On defense, it's slow, but has large enough reach that you can contest pressure at ranges other characters simply cannot. This does require caution and matchup knowledge, though.

Aerial Normals

j.A
CSeifukuja.png
Damage Red Damage Proration Cancel Guard
300 196 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 3.0% -

Short range downward air kick. When considered in the context of her kit, it's a contender for one of the best j.As in the game, despite being a little slow.

  • It has a great hitbox for a j.A, and since you retain air options after it recovers—including soko ne—it's excellent for playing your air game.
  • Usable as a quick air to air or rising antiair.
j.B
CSeifukujb.png
Damage Red Damage Proration Cancel Guard
600 343 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 5 - - 6.0% -

Upward aerial kick.

  • Grossly disjointed, and will beat basically any button above her if spaced and timed correctly. Rising j.B is very, very strong for this reason.
  • Sometimes useful as a falling button against standing opponents.
  • Used in C-Sei's fuzzies.
j.C
j.C
j.[C]
CSeifukujc.png
j.C
j.C
CSeifukuBEjc.png
j.[C]
j.[C]
j.C Damage Red Damage Proration Cancel Guard
800 500 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 8.0% -

Downward crane kick.

  • Solid jump-in. It's somewhat weak to 5A antiairs, but the hitbox is huge in exchange; it can even hit backwards on crouching opponents.
  • It's sometimes hard to space it well air-to-air because of where the disjoint is; it's useful air-to-air, nonetheless. Just feel out what interactions you're winning and losing while keeping the hurtbox in mind. Then. if you're losing an interaction where you'd want to j.C, consider hitting j.A or blocking instead.
  • Begins charging if held for more than 5f.
j.[C] Damage Red Damage Proration Cancel Guard
1200 1000 85% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
18 7 - - 12.0% -

Charged crane kick that slams the opponent into an OTGable and untechable knockdown.

  • You will use this move in almost every combo you do with this character, multiple times.
  • Used to set up fuzzies on oki.
  • Massively disjointed and quite active, but leaves her flailing on whiff, severely limiting its usefulness in neutral.

Command Normals

6B
CSeifuku6b.png
Damage Red Damage Proration Cancel Guard
500 245 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 5.0% -

Hits mid. A decent poke with slightly more range than 5B.

  • Often used to help confirm stray pillar hits in neutral.
  • Often used after 214A in pressure.
6C
CSeifuku6c.png
Damage Red Damage Proration Cancel Guard
500 294 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 23 -10 5.0% -

The Akiha Kick™.

  • Common combo piece; you'll be inputting 2c 6c a lot.
  • Has a noticeably short cancel window compared to her other normals, limiting its usefulness in pressure.

Universal Mechanics

Ground Throw
MB C-Seifuku Throw.png
Damage Red Damage Proration Cancel Guard
1300 490 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Seifuku 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
1176 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 10.0% -

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

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Seifuku 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - 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
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A version of 6C with a bigger hitbox.

Heat
Heat
A+B+C
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 - -100.0% (min) Full 1-23

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

Grounded Specials

236X
MB C-Seifuku 236AB.png
A/B
A/B
MB C-Seifuku 236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800*2 (1381) (845) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 10 29 -12, -8 8.0%*2 (16.0%) -

Seifuku calls forth a fiery spell that extends forward. Fast version.

  • Most of the uses for this are covered by tk ribbon, instead.
B Damage Red Damage Proration Cancel Guard
450*4 (1396) (912) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 10 25 -11 ~ 0 4.0%*4 (16.0%) -

Slower version.

  • Safe blockstring ender that's neutral if all the ticks connect. Rarely used since her other options are as good or better.
EX Damage Red Damage Proration Cancel Guard
450*6 (2279) (1240) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+11 12 24 -8 ~ 9 -100.0% -

EX version; gets a decent amount of mileage when you're in MAX.

  • Plusframe pressure reset.
  • Used in metered damage combos.
623X
MB C-Seifuku 623A.png
MB C-Seifuku 623B.png
MB C-Seifuku 623C.png
A Damage Red Damage Proration Cancel Guard
700 490 45% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 5 28 -9 7.0% -

Seifuku casts a spike of fire into the air at a forward angle. Fast startup, long recovery.

  • Air unblockable. Not terribly useful as antiair despite looking like one; it has no head invuln, a weird hitbox, 13f startup, and 28f recovery.
  • EX cancellable on whiff.
B Damage Red Damage Proration Cancel Guard
750*2 (1260) (658) 80% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
28 6 19 2 7.5%*2 (15.0%) -

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

EX Damage Red Damage Proration Cancel Guard
400*6 (1802) (879) 96% (M)*6 - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+5 18 38 -20 -100.0% Full 1-5, Strike 6-25

This version has full invuln before the superflash and strike invuln well into active frames. It can be grabbed or shielded on reaction to the flash if the opponent is actionable, but is otherwise useful as a far and high reaching reversal and is particularly effective against specific setups (notably C-Nero's 5[C] meaty). Can be low profiled, but is active enough that it may catch opponents during recovery if they don't hit her after invulnerability ends.

214X
MB C-Seifuku 214A.png
MB C-Seifuku 214B.png
MB C-Seifuku 214C.png
A Damage Red Damage Proration Cancel Guard
800*2 (1209) (888) 60% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
17 16 9 -1 8.0%*2 (16.0%) -

Seifuku points forward and summons a flame pillar right in front of her.

  • Air unblockable and can OTG relaunch.
  • -1 on block, so it's useful as a pressure string ender.
  • Not useful in neutral in comparison to air pillar.
B Damage Red Damage Proration Cancel Guard
800*2 (1209) (888) 60% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
19 16 15 -7 8.0%*2 (16.0%) -

Seifuku summons a pillar mid-screen.

  • Slightly more useful than the A version in neutral, but still far worse than air pillar. If you would use this, consider doing tk b pillar instead.
EX Damage Red Damage Proration Cancel Guard
600*4 (1932) (1262) 90% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+16 16 27 -3 -100.0% -

Seifuku summons a flame pillar right on the opponent. Appears quite fast; it can even punish heat activations. Compared to the A and B versions, its hitbox reaches higher vertically and it is air unblockable, making this a good full-screen punish option if you have meter to spare.

22X
MB C-Seifuku 22A.png
A
A
MB C-Seifuku 22B.png
B
B
MB C-Seifuku 22C.png
EX
EX
MB C-Seifuku 22X 22X.png
~22X/[X]
~22X/[X]
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
9 X (400) 33 - - -
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
18 X (400) 38 - - -
~22X Damage Red Damage Proration Cancel Guard
700*2 (1147) (802) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 4 14 8 ~ 18 7.0%*2 (14.0%) -
~22[X] Damage Red Damage Proration Cancel Guard
700*4 490*4 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 X
(4 (16) 4)
17 9 ~ 19 7.0%*4 (28.0%) -
  • Pits last for ~6.6 seconds and are not cancelled when she is hit. Input 22X/j.22X while a pit is active to ignite flame pillars from the pits. Capable of OTG relaunching. Note that her flamepits are also automatically ignited when she command throws (63214c) the opponent while standing above a pit. Performing a grounded shield on the pit will also ignite it. Sends 1 pillar when ignited uncharged, 2 pillars when charged.

A: Seifuku summons a flame pit directly in front of her. Use this version for easy oki in the corner.

B: Seifuku summons a flame pit that moves about two characters forwards. Sends 1 pillar when ignited uncharged, 2 pillars when charged.

EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
7+4 X (400) 33 - -100.0% -
~22X Damage Red Damage Proration Cancel Guard
700*4 490*4 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 X
(4 (16) 4)
18 8 ~ 18 7.0%*4 (28.0%) -
~22[X] Damage Red Damage Proration Cancel Guard
700*6 490*6 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
34 X
(4 (16) 4 (16) 4)
17 9 ~ 19 7.0%*6 (42.0%) -

Seifuku summons a flame pit that follows the opponent around. Sends 2 pillars when ignited uncharged, 3 pillars when charged. Use this one the most if you have the meter.

63214C
Hseifuku 63214c seq0200.png
Damage Red Damage Proration Cancel Guard
700 490 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.

Aerial Specials

j.236X
MB C-Seifuku j.236AB.png
A/B
A/B
MB C-Seifuku j.236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800*2 (1381) (845) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 10 23 -4 (TK) 8.0%*2 (16.0%) -
B Damage Red Damage Proration Cancel Guard
800*2 (1381) (845) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 10 23 -8 (TK) 8.0%*2 (16.0%) -
EX Damage Red Damage Proration Cancel Guard
450*6 (2279) (1240) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+10 12 6 10 (TK) -100.0% Strike 1-29

Aerial version of C-Sei's ribbons. (Note that B version, not A version, is the faster version.)

  • TK B ribbon is sometimes useful for zoning.
  • Can jump after it recovers.
  • Air EX ribbon possesses strike invul
j.214X
MB C-Seifuku j.214A.png
MB C-Seifuku j.214B.png
MB C-Seifuku j.214C.png
A/B Damage Red Damage Proration Cancel Guard
600*3 (1202) (784) 60% (O) -J- LH
First Active Active Recovery Frame Adv Circuit Invuln
23 16 16 36 (jump cancelled TK) 6.0%*3 (18.0%) -

The infamous, incredible soko ne, the #1 source of C-Sei's privilege. Used in every part of her game.

  • Temporarily halts air momentum and can be jump cancelled on whiff. It is hard to describe how devastatingly good this is in Melty Blood, but it is, well, devastatingly good.
  • Is a disgusting +36 if jump cancelled after a tk.
  • B version summons the pillar further away. Everything said above still applies.
EX Damage Red Damage Proration Cancel Guard
600*4 (1932) (1262) 90% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+21 16 24 -25 (tk), +13 (lowest height falling) -100.0% -

Same as 214C. Use it to punish heat and people in the air with no movement options left.

j.22X
MB C-Seifuku 22A.png
A
A
MB C-Seifuku 22B.png
B
B
MB C-Seifuku 22C.png
EX
EX
MB C-Seifuku 22X j.22X.png
~j.22X/[X]
~j.22X/[X]
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
15 X (400) 32 - - -
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
18 X (400) 38 - - -
~j.22X Damage Red Damage Proration Cancel Guard
700*2 (1147) (802) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 4 5 - 7.0%*2 (14.0%) -
~j.22[X] Damage Red Damage Proration Cancel Guard
700*4 490*4 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X
(4 (16) 4)
8 - 7.0%*4 (28.0%) -
  • Air version of her 22 series. Seifuku summons a flame pit on the ground directly below her and pops backwards; the pit can be ignited by inputting 22X or j.22X again.
  • Uncharged ignite is one flame; you can do a charge ignite for two.
  • Recovers in mid-air, meaning you can jump, airdash or even ignite right after using this move. Seifuku more mobile options than her ground version.

A: Seifuku summons a static pit directly below her. Use this after a j.[C] knockdown in the corner for oki.

B: Seifuku summons a flame pit a couple characters in front of her and moves back. Similar to her A version, the only difference being the position of the flame pit. You can use this and ignite it right after as keep-away.

EX Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
4+11 X (400) 32 - -100.0% -
~j.22X Damage Red Damage Proration Cancel Guard
700*4 490*4 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X
(4 (16) 4)
9 - 7.0%*4 (28.0%) -
~j.22[X] Damage Red Damage Proration Cancel Guard
700*6 490*6 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X
(4 (16) 4 (16) 4)
8 - 7.0%*6 (42.0%) -

Seifuku summons a flame pit that tracks the opponent and moves back. Best version in her 22 series; enjoy your sweet, sweet okizeme.

  • Sends 2 pillars on uncharged ignite, and 3 pillars on charged ignite.

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
(2321)
1176
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 them with fiery might.

  • No postflash startup; cannot be jumped on reaction.
  • Despite this, it's useless outside of heat, since it eats all your meter to do barely any more damage than a combo off 63214C.

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

Similar to AD, but with a longer animation, 1f faster startup, and more damage.

  • Gives the opponent a ton of meter due to the hitcount—91.7% on C-Moon.
  • An okay option if you're in Blood Heat... but why are you throwing away your meter to be in Blood Heat?

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 (6500~3400) (2500~5110) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+7 2 22 - removes all Full

On ground shield Seifuku levitates the opponent in front of her, and casts a powerful version of 623C.

General Gameplan

Her gameplan is very straight forward. She bides her time being defensive in neutral and poking with her special move j.214B and otherwise obstructing the opponent's path to get to her. That's not to say she doesn't have up close to fight either. j.A is a very good button for using an A2A and as a rising button in general for CH fishing. It can also set up air tick throws and on Non counter hit goes into her combo sequence. It is important to learn to TK j.214X, when to do it and when to not use j.214 but j.236B as those two specials combined in your gameplan really makes fighting C-Sei a nightmare for a lot of characters.

Neutral

In neutral, you have plenty of tools at your disposal. Let's go over the important ones that C-seifuku will use a lot.

j.214A/B

Soko ne, a versatile special that allows for incredible + frames to start your offense. It is also AUB and jump cancellable on whiff, block, hit. In neutral though you will primarily use j214B and think of it like its fishing. If j.214B catches you can reel in your reward, a combo from halfscreen! This is all without actually having to interact with opponent up close a very strong special.

j.214A is generally used whenever you need to cover your landing after a double jump use or to get more + frames in your pressure. One thing to note which is important:
If you used up your two jumps then j.214X, you are in helpless state until you land.

Generally the logic behind using j.214B is using it as the opponent either committed to a special that is grounded, for example Ciel's 214X or when the opponent is approaching from fullscreen to halfscreen range. Times you can also use j.214B is when the opponent is retreating via backdash or air backdash.
When using j.214B it's important to know when to TK it or not. TK j.214B allows for a safer poke in neutral and you are not as prone to predictable placements as much. Of course when you land a hit you can then confirm and corner carry into setplay!

As powerful as that move is you may want to alternate your choices in the air. Such as using j.236B, a horizontal ribbon that is perfect to balance out using j.214B. Think of it like this in a lot of match ups where characters thrive off of playing the ground game, use j.214B, but there are characters with privileged air options, that's where your j.236B comes into play. It's essential that you learn the importance of j.236B that while it doesn't grant a combo like j.214X, it does make it harder to approach C-Seifuku from the air and is safer to throw out if you noticed your opponent's approaches are becoming aggressive. If they are a bit too close for j.236B to use safely, you can also use rising j.A and overall use it whenever you scouting in the air other than using j.214B whenever someone is approaching predictably. Converting from j.A counterhit is a common thing as well for C-Seifuku and also corner carries.

Now that isn't to say that she doesn't have good ground game either! She is incredibly fast given the nature of her dash and if you feel as though the opponent is hesitant or even in some match ups like Nero or C-Roa you can then quickly switch from a defensive play style into an aggressive one using dash 5A into combo or dash jump j.A CH or dash jump j.AAAAAAA for an air tick throw set up. If someone is also approaching from the air you can attempt to do a dash under 2C.

Play according by the match up or player, these are just a few common rules of thumb to play by.


Pressure

For the basics, C-Seifuku's pressure isn't like your typical melty blood character in that you can utilize whiffs to enforce frame traps or throw off the offense pattern, however what you do have at your disposal is j.214A, 214A, 2A, 6B and 63214C when used properly is really really strong. Starting with this basic string here:

  • 5A > 5B > 5C > 2C > 2A

2A is +1 and if you let it fully recover it frame traps into either 2B or 6B and you can loop it by doing (6B/2B > 5C > 2C > 2A)*N. This is just one of the basic formats that teaches you that 2A is really really valuable so don't start your pressure with 2A. When doing this basic string on a non EX guard scenario you may find that people will either mash normals after 2A into 6B/2B which is a counter hit and you get to do your combo, however there are people that will jump to make conversions harder there are two ways to deter this. People usually jump because they don't want to deal with 63214C, her command grab. Here's one idea you can do:

  • 5A > 5B > 6B > 2A > 214A

214A is an easy check for catching jumpouts and you can convert by doing 6B after to go into the same air combo sequences listed in Normal combos. It's -1 and frametraps to counter hit mashing as well. you can continue pressure generally by hitting 6B on block since command normals have a buffer or you can jump j.214A if you think their mash is committed and faster than your 6B for continued pressure. Very important special in her arsenal to use along with the following two below.
Another idea if that if you know they are eager to jump you can do delay jump if you are doing 6B after your 2A fully recovers in your pressure. The idea is to delay jumping to visually confirm if they are airborne or on the ground. Not the easiest thing to do, but if you can do this it becomes just another opportunity to get damage when the opponent gets hasty to escape:

j.214A: This special is really good when you established the fear of catching jump outs and getting hit by frame traps and staggers. So say you do this as your blockstring:

  • 5A > (slight delay) 5B > (slight delay) 2A

This is a chance to do TK j.214A. It's AUB and on block you are really plus that you can do the following (note: you want to dj airdash like dj IAD to make it tighter)

  • j.214A > dj.66 > j.A, land 63214C
  • j.214A > dj.66 > j.C, land 5A
  • j.214A > dj.66 > j.[C]B > (slight delay) j.A (fuzzy overhead mix up)
  • j.214A > dj > delay j.214A
  • j.214A > dj, empty jump command grab
  • j.214A > dj, j.C > j.214A

If you think the opponent is respectful of your pressure you can try to fit in command grab either with the last bullet point(just have to wait a bit) or after a 2A. It's important to note that her pressure pushes her out of command grab range easily by any B normal so practically you will command grab with having having them block j.214A or 2A or during okizeme which will be covered shortly. The idea in her pressure is to abuse her 2A being +1 and once that is established you can then use j214A for mix up opportunities. 63214C makes people try to fuzzy jump and 214A and 6B beats fuzzy jump.

While C-Sei's pressure is a bit strange from the cast and a bit linear in terms of variety it's important to stagger your B normals, it's also ok to stop at 5B since its -1 and has a long special/normal cancel window. Since people are looking for C-Sei go to into C normals you can sneak in a TK j.214A if you let it fully recover or you can go into 2A, let it fully recover and then continue with either 2B or 6B depending on what you think is fit for the course. Here's some blockstrings to look at and try out. Be sure to lab out some others as in melty its always good to do something new, you can also incorporate 5[C] if you think the opponent is really content with downback but do so sparingly since it can be blocked on reaction, shield on reaction or dodged. There is also 236C which makes you +9, very rarely is it used for pressure extensions since 5C moves her forward that it goes into 2A a majority of the time even against EX guard but it is an option. Other ways to add onto your pressure is not immediately igniting pit and activating it during your blockstrings for a meterless way and more efficient way to remain plus to do more pressure on the opponent, that will be covered more thoroughly in the okizeme portion.

  • 5A > (delay) 5B > (delay) 5C, 2A, 6B > delay 5C > 2C > 2A
  • 5A > 5B > (delay) 2A, 2C > (delay) 5C > 214A
  • 5A > 5B, (TK j.214A into airdash options above)
  • 5A > 5B > (slight delay) 2B, (slight delay) 6B, 5C > 2C > 2A, (TK j.214A or 66 63214C)
  • 5A/2A, (delay) 63214C (have to be up close for this to work)
  • 5A > (slight delay) 5B, 5C > 2A, 214A, 6B/2B or j.214A
  • 5A/2A > 5B > 2A > 2C > (delay) 5C > 236C, 66 5A

It's very important to establish your command throw threat as listed in bolded because if you do then the opponent will have more incentive to mash or jump out which is where 6B will come into play as will 214A.


Okizeme

So after j.[C] ender j.22A/B/C is set you have quite a bit of options but the most common option that people immediately pick is to ignite it as a meaty. It's a safe way to do your oki since the opponent cannot do much except for either character specific tactics or a specific moon tactic (EX Shield jump, EX shield, double jump). Here are your options for oki. j.22A/B uncharged ignite is only one pillar while charged is two. Usually you want to have it charged.

j.22[A/B] charged ignite

  • Empty sj, 5A
  • 66 5[C] > 2C > 6C > 214A
  • 66 5{C} > 2A > 2C > 6C > 214A
  • sj delay j.66 > j.C
  • sj.C > j.66 j.C
  • sj.CB
  • sj.[C]B > (slight delay) j.A (careful doing this on smaller characters and P.Ciel's hitboxes, do the above for more stable results)
  • sj.C, 5A
  • 66 empty jump 63214C.

These are the list of oki options you have at your disposal for j.22A/B. You can quickly inspect how your opponent not only deal with pit but also with these mixups listed. If they are good at blocking high/lows then mix in command grabs. If you delay the empty jump command grab with empty jump 5A it becomes harder for the opponent to fuzzy jump it nor can they mash out of it as easily.

j.22C
Ex pit when ignited non charged gives two pillar ticks while charged gives 3. In situations you want to recover health and keep pressure or do a 5[C] mix up you end a combo in j.22C then charge ignite it by doing j.22[A/B/C] then immediately input the command for Heat when you land and you can either 5[C] immediately or dash 5A into either command grab or staggers. There is one more mix up that you can do:

  • sj, dj drift j.66 > j.C or land 5A or j.A > j.66 > j.C

If you know people get hit by pit on wake up you do this:

  • sj, dj8 or sdj.[C]
  • dj8 j.[C]: > j.A(w), j.214A, TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/C
  • sdj j.[C]: OTG 214A, 6B > j.BC > dj.[C] > j.22A/C or j.214C (usually on small characters), j.BC > dj.[C] > j.22A/B/C

Now these are examples to use whenever you ignite pit, however you don't always have to ignite pit. You can use it to remain plus in blockstrings and enforce the threat of Command grab, 5A into command grab, or 5A into staggers. In order to keep the pit set and remain advantageous you can do the following after j.22X is set:

  • j.22X(set) > j.66 > j.214A > AT(w)
  • j.[C] > (slight delay) j.22X(set) > j.66 > j.[C]B > (slight delay) j.A
  • j.[C] > (slight delay) j.22X(set) > j.66 > j.C(safejump), land 5A
  • j.22X, j.214B, TK j.214B > dj.66 > j.A, land 63214C/5A
  • j.22X, j.214B, 66 5A into 63214C or stagger
  • j.22X, 5[C] > 2C > 6C (> corner combo route)
  • j.22X, 5{C} > 2C > 6C (> corner combo route)
  • j.22X, 66 5A into 63214C or stagger 5B
  • j.22X, 66 j.214A (to beat mashing Heat or normals)

The benefit of not igniting pit immediately is that if you open up someone and have pit set up then you can use corner combo routes listed that use pit ignition in your combos. So not only does it throw off the opponent by not immediately igniting the pit but you get a reward for more damage for opening up people and using the pit ignition during your combo route.

Additional Notes

The following ignites pit, 22X and j.22X, Shield, and 63214C. The first two are straight forward to understand, the other two are a bit more specific.

Shield

Activates any of pits set. The reason you would use this is after a j.22A/B/C is set and you chose to not ignite, and the opponent successfully mashed out and air throw back into the corner with the pit underneath you. You can wake up crouch shield to ignite the pit and if the opponent pressed a button its a counter hit and also is your combo although its more likely for the combo to happen if you crouch shield A or B pit set since its a one tick while j.22C will be two tick.

Command Grab

When the opponent is directly under the pit and is command thrown, it ignites the pit and allows for a side switch combo to keep the corner. Refer to corner combos for that route. Unless the pit is directly below them, it will not ignite. J.22C will guarantee ignition of the pit on the entire cast, except for the cats. Pits will never ignite when you command throw them, regardless of whether or not you spent meter. J.22A/B works on the cast if they are directly in the corner except for Hime, NAC, Neco-Arc, Nero, Ryougi, and Wara. For Hime, Nero, Ryougi, and Wara, you need to use j.22C. J.22C is generally preferred, which will be explained in the next section.

Pit Ignition Notes

Pit ignition other than granting stable, safe oki also has additional benefits. One of them covered earlier is that you get more damage meterlessly tacked on to your combo with the correct routing. The second most important thing is that she gains meter for having you block the pit ignition whether its EX, or A/B set. This means C-Sei is never really starved for meter since she gains it from making you block pit ignition among other things. That's why most of the time if you are at 200% and you spent 100% for EX pit, chances are you will end up at 200% again. There's very few reasons why you would go for j.22A/B unless you wanted the optimal combo involving it. Other times you are forced to do j.22A/B because you used heat to escape pressure. Otherwise feel free to use j.22C whenever you can, especially if you're in MAX.

With that in mind, experiment with the knowledge here and apply your own logic!

Defense

Defense wise like many melty characters you're better off blocking, EX guarding and jumping but let's list the following options you have:

  • Dodge
  • Heat
  • EX Shield
  • Backdash
  • 623C
  • Mashing

Going from bottom to top, mashing can be done if enough space is allowed, beware that her 2A is active on the 6th frame and is not repeatable. This basically means you're more prone to getting IAD reset because you have to chain into a B normal instead of other characters being able to 2AA before going into a B normal where they can do this and recover in time from an IAD reset, C-Sei cannot.
623C is a common option among C-Sei players that just started melty and want out, but the reason why 623C isn't particularly good is that it loses to throws since it's strike invuln and post flash it's so slow that it allows all of the cast to meaty 2A and then 5[D] on reaction. On block it's punishable and after shielding it's punishable.
Backdash is fairly decent midscreen but can be OS'd while backdashing in the corner is very specific to the situation.
Ex shield does give the most reward and can be good to use if someone is predictably doing 2A meaties or likes doing safejumps as C-Moon characters ruin safejumps that characters have, but don't get used to it too often.
Heat is a very good defensive maneuver, but is highly expensive. While C-Sei can operate without meter it never hurts to have some so you can end combos in j.22C whenever possible.
Dodge is very specific but generally used to dodge B or C normals. Block and jumping when the opportunity arises is really strong. If they are looking to Air throw you cause you're jumping, you can stay on the ground and dash out or rising j.A to CH them if need be. As long as you EX guard and jump accordingly you will be fine as C-Sei since she doesn't have any particularly good reversals except for Heat.

Combos

If you need video examples, Please refer to this video: C-seifuku essential 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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5A > 5B > 6B > 2C > 6C > 214A
2564


Meter Gained: 44.0% Meter Given (vs C-Moon): 13.2%
A basic starter for C-Seifuku, if you don't remember anything else.
Normal starter, grounded opponent
  • 5A > 5B > (2B >) 6B > 6C > 5C > 214A, 5C
3452


Meter Gained: 57.5% Meter Given (vs C-Moon): 17.2%
This is the optimal starter, more common if you land a jump in j.C.
Normal starter, grounded opponent
  • 214A, 6B
1455


Meter Gained: 21.0% Meter Given (vs C-Moon): 6.3%
This is used whenever you frame trap with 214A in your pressure
Command grab starter, grounded opponent
  • 63214C
700


Meter Gained: 0.0% Meter Given (vs C-Moon): 22.0%
Command grab starter that leads into the same combos.
j.214B starter, grounded opponent
  • j.214B > j.66 > j.C/j.[C]
1584/1775


Meter Gained: 26/30% Meter Given (vs C-Moon): 7.8/9.0%
This is the conversion whenever j.214B hits. Depending on the height at which they got hit by j.214B, you need to use j.[C] to guarantee the conversion. Refer to OTG pick ups in how to continue the combo.
j.214A starter, grounded opponent
  • j.214A > dj.C/j.[C]
1584/1775


Meter Gained: 26/30% Meter Given (vs C-Moon): 7.8/9.0%
This is the conversion whenever j.214A hits. Depending on the height at which they got hit by j.214A, you need to use j.[C] to guarantee the conversion. Refer to OTG pick ups in how to continue the combo.
j.214A/B starter, grounded opponent
  • j.214A/B > AT(w), 6B
1440


Meter Gained: 23.0% Meter Given (vs C-Moon): 6.9%
This is the conversion whenever you use your two jumps and hit someone with j.214A/B. Be warned that if you whiff j.214A/B and air throw whiffed you are now in counter hit state and almost guaranteed to be punished.
Overhead starter, grounded opponent
  • 5[C]
1100


Meter Gained: 11.0% Meter Given (vs C-Moon): 3.3%
Overhead. Typically used in the corner but can be used midscreen.

Enders

Condition Notation Damage
vs V.Sion
Notes
Ender
  • j.[C] > j.22A/B/C
1056


Meter Gained: 12.0% Meter Given (vs C-Moon): 3.6%
The #1 ender that all C-Sei players should look to do.
Ender
  • j.BC > dj.BC > AT
3068


Meter Gained: 38.0% Meter Given (vs C-Moon): 11.4%
Not a common ender but it does give more damage.
Ender, 100% meter
  • j.BC > dj.BC > j.236C
3636


Meter Gained: -72.0% Meter Given (vs C-Moon): 15.0%
Only use this ender if you need to kill, does the most damage.

OTG Pickups

Condition Notation Damage
vs V.Sion
Notes
OTG
  • 214A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The only OTG pick up you need in the event you score a 2C stray hit or are converting from a j.[C] in neutral.
OTG, 100% meter
  • j.214C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Another OTG pickup if in the event you are too far in the corner for 214A to connect. Use if you're completely unsure of the spacing after j.[C]A(w).

Normal Combos

In parenthesis for the dj. you dj(8) whenever you're at the corner when you do dj.[C] for more consistency, sometimes the j.214A won't hit as consistently for the rest of the combo to work.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w), j.214A, land 66 214A, j.BC > dj.[C] > j.22A/B/C
4712


Meter Gained: 105.0% Meter Given (vs C-Moon): 41.4%
This is the basic version of the universal combo that you can use. Later on you may want to use the 2nd or 3rd combo but if you are unsure of your abilities then use this one.
Normal starter, grounded opponent
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w), j.214A, land TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
4784
Meter Gained: 109.5% Meter Given (vs C-Moon): 44.4% (Video)
The primary combo you should be using as it is the most stable one by far.
Normal starter, grounded opponent
Works On: Nero
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w), land 214A, 2C > 5C > 214A, j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Nero-specific combo.
Normal starter, grounded opponent
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.ABC > dj(9).[C]A(w), j.214C, j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This combo route is used when you are too far in the corner to OTG j.214A or unsure if oTG 214A will connect.
Normal starter, grounded opponent
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.ABC > dj(8).[C]A(w), j.214B, land TK j.214B > sdj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This combo route is used optimally when you know the spacing where the distance of j.214B will hit after the first j.[C] ender which gives a more damaging route.
Normal starter, grounded opponent
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w), j.214A, land TK j.214A > dj7.66 > j.[C] > j.AAB, land j.AC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The optimal combo but not for damage. It's for meter gain and 100% guaranteed corner carry, if you feel as though you can do this 100% of the time then by all means there are some adjustments you may have to do depending on when your height for j.[C] > j.AAB and character's aerial hitboxes.
Normal starter, grounded opponent
  • 5A > 5B > 2B > 6B > 6C > 5C > 214A, 5C > j.AC > j.66 > j.C > dj(8).[C]A(w) > j.214A/B, land TK j.214A/B > dj/sdj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Same combo with the optimal starter. depending on the positioning you may need to do dj(8) and then switch j214A for j214B and super double jump instead of double jump.
63214C starter, grounded opponent
  • 63214C, 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w) > j.214A, land TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Command grab combo.
j.214B starter, grounded opponent
  • j.214B > j.66 > j.C, land j.BC > dj(8).[C]A(w) > j.214A, land TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Your confirm for j.214A or j.214B, for j.214A please refer to the Starters for what to do if you need but instead of doing airdash, you just double jump into the same sequence. At certain heights this route will not work. Below is the other route.
j.214B starter, grounded opponent
  • j.214B > Jump, airdash > j.[C], land 214A, 6B > j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Your confirm for j.214A or j.214B, and for j.214A if they're at a height where the first route would drop.
j.214B starter, grounded opponent
  • j.214B > Jump, airdash > j.[C]A(w), j.214A, land TK j.214A > dj.[C] j.AAB, land j.B j.C > dj.[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
If you're a lot higher during your j.[C] you can now whiff j.A to get more soko ne in your combos and get more damage and meter. This is the optimal route if the situation calls for it.
j.214A/B starter, grounded opponent
  • j.214A/B > AT(w), land 6B/5C > j.BC > dj(8).[C]A(w), j.214A, land TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is whenever you caught someone after using your double jump. Air throw whiff is to land faster to then press 6B or 5C to convert.
5[C] starter, grounded opponent
  • 5[C] > 2C > 6C > (slight delay) (j.A >) j.C > dj.[C]A(w), j.214A, land TK j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
If you manage to land 5[C] overhead midscreen then try this combo. Does not work on ryougi. For miyako instead use j.B in place of j.A.
5[C] starter, grounded opponent
  • 5[C] > 2C > j9.214A > dj > j.C, land j.C > dj.[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easier combo, not as much corner carry or damage but is universal.

Corner Combos

Some require pit already set.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 5A > 5B > 6B > 5C > 236C, 6B > 5C > 2B > 2C > 6C > 214A, j.BC > dj8.[C]A(w), j.214A, land TK j.214A > dj.[C] > j.22A/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The corner combo that you do if you want to front load damage.
Normal starter, grounded opponent, 100% meter
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj(8).[C]A(w), j.214A, TK j.214A > dj.[C] > j.22C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This combo route is used if you are close to exiting max. Gives EX Pit and a meaty with j.214A.
Normal starter, grounded opponent, j.22A/B/C set
  • 5A > 5B > 6B > 5C > 2C > 6C > 22X(ignite), j9.[C] > j.214A > dj.C, land j.BC > dj.[C] > j.22A/B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The corner combo to do if you have a pit set down. Below is the optimal extension if you feel your execution is pretty up to par for the course.
Normal starter, grounded opponent, j.22A/B set
  • 5A > 5B > 6B > 5C > 2C > 6C > 214A, j.BC > dj.[C] > j.22[X](ignite), j.C, land j9.[C] > j.214A > dj.C, land j.BC > dj.[C] > j.22A/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This corner combo is one of her highest damaging ones. Absolutely needs j.22A/B set since their charge ignite hits OTG properly while j.22C does not.
Normal starter, grounded opponent, j.22A/B/C set
  • 5A > 5B > 6B > 5C > 2C > 6C > 22X(ignite), j9.[C] > j.214A > dj.C, land j.ABC > dj.[C] > delay j.214A > AT(w), land 5A > 5C > j.BC > dj.[C]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The optimal corner combo route. Do note that if you rejump after j.214A dj j.C portion too early, it eats your jump cancel, you want to delay just a bit then rejump so that you can jump cancel after 5A 5C to complete the combo.
5[C] starter, grounded opponent, j.22A/B/C set
  • 5[C] > 2C > 6C > 22X(ignite), j9.[C] > j.214A > dj.C, land j.ABC > dj.[C] > j.22A/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5[C] combo. This is the optimal route same as the two above.
5[C] starter, grounded opponent
  • 5[C] > 6C > 214A, j.ABC > dj.[C] > j.214A > AT(w), land 5A > 5C > j.BC > dj.[C] > j.22A/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
5[C] combo without pit. This is the optimal route same as the two above. You can choose to do the easier version if you're not confident in the airthrow whiff extension.
63214C starter, grounded opponent, j.22A/B/C set
  • 63214C, 22X(ignite), j.[C] > j214B > dj.66 > j.C, land j.BC > dj.[C] > j.22B/C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Command grab route that keeps the corner.


Additional Resources

C-Seifuku Match Video Database
Older C-seifuku guide
C-seifuku essential Combos

Notable Players

Name Color Region Common Venues Status Details
Amber
(Seifuku Kohaku#7530)

Sei Color02.png

North America Netplay Active Strong & Active Seifuku player in the main discord. Usually says "I'll play for a bit" and then plays you for 30 games.
Cadenza

Sei Color17.png

North America Netplay Inactive AKA Index or Cat.
kou
(コウ)

Sei Color11.png

Japan A-cho, KoreWaMelty Inactive
niiya
(にいや)

Sei Color01.png

Japan Play Spot BIG ONE 2nd Inactive
sola

Sei Color14.png

Japan A-cho, KoreWaMelty Inactive

Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. 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.





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