I'm currently working on optimizing F-Akiha's combos. Since it feels really hard to do damage with her now, I want to make every hit count as much as possible. I'll be using this post to share what I've found.
All information is based on MBAACC 1.07. Damage numbers are tested on Archetype:Earth at max health.
2A 5B 2B (1) 2C 4C > j.AAA > airdash AA > sdj C 2C - (3076)
Best meterless corner carry.
2A 5B 2B (1) 2C 4C > j.AAAC > sdj (delay) C 2C - (3209)
Easier to execute and does more damage than the above combo, but has less carry.
2A 5B 2B (1) 2C 4C > j.BC > dj C 2C - (3159)
Easiest to execute but only carries about half the stage width.
2A 5B 2B (1) 2C 4C > j.C > sdj C 2C |> 623C, sdj A 2C - (3461)
Easily carries from corner to corner. Can also be used to prevent meter from reaching max. Character-specific?
2A 5B 2B (1) 2C 4C > j.BC > sdj (delay) C 2C |> 623C, sdj A 2C - (3607)
Amalgamation of the above 2 combos. Character-specific?
Airthrow |> 2A 4C > (air combo)
(Air CH/Shield Counter) 2B 5C 4C > (air combo)
(Air CH/Shield Counter) 2C 4C > (air combo)
Note: 214B, 2B 5C can be replaced with 214B, 5A/2A 5C or 214B, 6C for easier timing; however, the damage and meter gain is slightly worse, and each string may not work properly on certain characters.
2A 5B 5C 6C 214B, 2B 5C 6C 623B - (3685)
Allows you to set a 22A pillar on the opponent's wakeup without using meter. No OTG possible.
2A 5B 5C 6C 214B, 2B 5C > BE j.236B |> j.BC > sdj C 2C - (4333)
Maximizes damage while allowing an OTG follow-up.
2A 5B 5C 6C 214B, 2B 5C 6C 22A (hold) xx 236C, j.BC > sdj C 2C - (3622)
Sacrifices some damage but allows you to set up a fuzzy mix-up with a meaty IAD attack. Can also be used to prevent meter from reaching max (if starting the combo with about 220-250). No OTG possible.
Corner OTG strings
2A 5AAAA 6C 22A xx 236C
Does not work on: Sion, Sion Tatari, Len, White Len, Neco Arc, Neco Arc Chaos
The pushback of this string causes 236C ("EX Ribbons") to punish the opponent trying to tech forward out of the corner. The opponent is forced to stay in the corner and block the ribbons with the charging pillar underneath. Akiha is left with significant frame advantage.
2A 5AAA 6C 22A xx 236C
Does not work on: Sion, Sion Tatari, Ciel, Akiha, Akiha Vermillion, Arcueid, Hisui, Kohaku, Mech-Hisui, Roa, Satsuki, Chaos, Ryougi, Neco Arc, Neco Arc Chaos
This variation is only worth learning for using on Len and White Len.
2AAAAA 6C 22A xx 236C
Does not work on: Nanaya, Sion, Sion Tatari, Akiha, Akiha Vermillion, Arcueid, Red Arcueid, Satsuki, Len, White Len, Akiha (Seifuku), Ryougi, Powerd Ciel, Neco Arc Chaos
This variation is only worth learning for using on Neco Arc.
2A 5AAA 5B 2C 4C 22A xx 236C
This string only works after a short combo (7 hits), making it somewhat situational.
(any BnB) j.2C (IH) j.C |> j.AC > sdj C 2C
j.B is possible in place of j.A, but timing is tighter.
(any BnB) j.2C (IH) j.C 2C
Akiha can do a fuzzy mix-up with a deep IAD attack on a cornered opponent. To keep it safe and allow follow-ups, you must either have a charged 22X pillar underneath them or max meter. Most characters can get out of the high/low mix-up if they EX Guard the IAD attack.
IAD j.B/j.C (blocked) > dj C, (release 22X) |> j.C > sdj C 2C - (3339)
A fuzzy setup can also be done from a mid-screen cross-up.
cross-up j.C > dj9 C (IH) j.C |> (5A) 6C 214B, 2B 4C > j.BC > sdj C 2C
cross-up j.C > dj C (IH) j.C |> 5B 2B (1) 2C 4C > j.BC > sdj C 2C
cross-up j.C > dj C (IH) j.C |> (any combo)