Melty Blood/Akiha Tohno/Full Moon

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Combos

Be sure to check this article about F-Akiha: https://drunkardshade.com/2015/07/22/melty-bits-f-akiha/

Normal Combos

  • 5B 5C 4C jc j.B j.C dj j.B j.C AT
Basic midscreen combo ending with an airthrow. This ender isn't actually used much thanks to j.2C, but if you really need the damage to win the round, you may want to use the airthrow after all. Some characters require hitting with j.A once or twice instead of the first j.B due to odd hitbox or distance.
  • 5B 5C 4C jc j.B j.C sdj j.C j.2C
Mostly the same as above, but with a super double jump (tap 9 quickly or input 29) tacked on to make sure j.2C hits, which is the ender you want in order to keep pressure on your opponent. It gives a hard knockdown which you can OTG the opponent after or go for a setup.
  • 5B 5C 4C jc j.AAA airdash j.AA sdj j.AAA j.2C
Looks odd and doesn't do as much damage as above for obvious reasons, but it provides a lot of corner carry. Use this if you hit the opponent with your back to the corner and you want them on the other side of the screen.
  • AT 2A 4C jc j.B j.C sdj j.C j.2C
Midscreen combo from gold airthrow.
  • 236D 2B 5C 4C jc j.B j.C sdj j.C j.2C
Midscreen combo from shield counter.

Corner Combos

  • 5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C
Use when opponent is in corner for bigger damage. 214B xx 2B is a link which gets harder the more hits you have in the combo due to gravity, so consider replacing 2B with 2A if it's too tough. Also, you can't OTG after this combo because of the wallslam limit - if you want to, omit the second 5C or 6C.
  • AT 2A 5C 6C TK236[B] j.B j.C sdj j.C j.2C
Nets a bit more damage than the midscreen airthrow combo.
  • 236D 2C 6C TK236[B] j.B j.C sdj j.C j.2C
A little more damaging than the midscreen shield counter combo. You can go into this even if your back is to the corner by dashing under the opponent following a successful 236D.

Metered Combos

  • 5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C IH j.C land j.A j.C sdj j.C j.2C
Initiative Heat combo for when you're at MAX. Same notes apply to the last combo. Hit A+B+C right when j.2C hits and delay the j.C afterwards slightly, preferably to right before they hit the ground. Jump immediately after landing and continue, adding j.B if it seems like they're low enough. In addition to recovering red health and getting additional damage, your opponent will be afraid of your Arc Drive right afterwards as it's unblockable and catches jump-outs.

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A
2A
Damage Startup Active Recovery Frame Adv Cancels Guard
300 4 4 4 +11 Hit

+3 Block

SE, SP, EX, (J), N L

description


5A
5A
Damage Startup Active Recovery Frame Adv Cancels Guard
+12 Hit

+2 Block

SE, SP, EX, (J), N HL

Standing jab. Reaches roughly about the same height as her Crescent/Half moon 5A.


2B
2B
Damage Startup Active Recovery Frame Adv Cancels Guard
500+400 +16 1st, +18 2nd

+3 Block

SP, EX, (J), N L

Standard low jab with a different animation. Has less recovery than a regular 2A and is actually +3 on block.


5B
5B
Damage Startup Active Recovery Frame Adv Cancels Guard
+15 Hit

-1 on Block

SP, EX, (J), N HL

Totally different move, she hits low with a shin kick. -1 on block. Although it hits low, it can be shielded high.


2C
2C
Damage Startup Active Recovery Frame Adv Cancels Guard
Hard Knockdown

-1 Block

SP, EX, (J), N L

Has a different animation from her Crescent/Half moon, seems to have a smaller hitbox but its possible to still anti-air with it but very risky.


5C
5C
Damage Startup Active Recovery Frame Adv Cancels Guard
+15 Hit

-3 Block

SP, EX, (J), N HL

Moves her forward momentum and wallslams airborne opponents.


3C
3C
Damage Startup Active Recovery Frame Adv Cancels Guard
Launch on Hit

-4 Block

SP, EX, (J), N HL

Once again this move is borrowed from her Crescent and Half-Moon counterparts, it's the animation from the follow-up portion of 5BB. Has some excellent vertical range. Can be super jump canceled.


6C
6C
Damage Startup Active Recovery Frame Adv Cancels Guard
+18 Hit

-8 Block

SP, EX, (J), N HL

Akiha lifts her leg forward and places her foot into the opponent. Keeps opponent stationary when hit can only be special canceled.


4C
4C
Damage Startup Active Recovery Frame Adv Cancels Guard
Launch on Hit

-10 Block

SP, EX, (J), N HL

Has the same hitbox as her other moons but in Full her 4C will launch grounded opponents. It can also be used to beat pokes if timed correctly.


j.A
j.A
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

Jump jab, this attack angles upwards/forwards


j.B
j.B
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

A jump kick, this attack also angles upwards. Also looks like it can cross-up in some situations. A good move to air-to-air with.


j.C
j.C
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

The amazing j.C, nice priority and huge cross-up hitboxes. Angles downwards


j.2C
j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard
SP, EX, (J), N HL

No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and knocks down airborne opponents. Also, the hitbox of this move is really misleading, as it doesn't hit above her, or even in front of her at all. It pretty much only hits below her. So in combos, a super double jump will almost always be necessary to get Akiha at the right height for j.2C to connect. Can be blocked high or low.


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

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.
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