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Atlas Academy => Melty Blood: Actress Again => Akiha Tohno => : dakanya February 12, 2010, 08:10:51 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Crescent Moon Akiha
: dakanya February 12, 2010, 08:10:51 PM
Hello, I'm the guy doing all the writing on the C-Akiha wiki, check it out if you haven't yet. I'd like to thank Psylocke for writing his MBAC guide but I don't know how much of it will be left when I'm done! I'd also like to thank bellreisa for graciously providing his resources to the scene.

http://mbaa.mizuumi.net/index.php/Akiha_Tohno

Anyways without further ado, I wanted to start some C-Akiha discussion 'cause I can't do all the research by myself and there are some ideas I'd like to test, changes I'd like to address.

Akiha's Arc Drive: I've written about why it's practically useless on the wiki but I'll paste it here as well. It's sad considering how awesome of a tick throw game Akiha used to have on top of her high/low options and how sexy its animation is.

Crimson Lord・Origami 「赤主・檻髪」41236C (In MAX or HEAT)
Akiha's Arc Drive, she is completely invulnerable until the active frames end. Unlike her MBAC reincarnation and due to her receiving a command grab, her Arc Drive no longer grabs. You can combo into this by EX cancelling 623B. Outside of doing flashy combos, this special is rather useless.

Crimson Lord・Origami 「赤主・檻髪」41236C (In BLOOD HEAT)
Akiha's Another Arc Drive, this version does grab, giving you a very strong tick throw game when in BLOOD HEAT. However you may not want to use this option unless it's going to end the game because it will give your opponent 200% meter due to the universal system mechanic of exponentially increasing their meter after around 30 hits. You cannot combo into this if they are airborne.


Akiha's new command grab, Brilliant Crimson Submerge?!
Excuse my rough translation, but that's what came out and it looks like it fits. Plus I don't mind that now it sounds like some sort of attack from Sailor Moon, that's kind of cool imo 8]

This move is pretty good as it does some irrecoverable damage, especially since the damage caused by the EX Flame Pit is mostly recoverable damage.  Now we have a decent reversal option too and it's also another option to use off of normal shield, especially since 623B could be blocked.. Since you can combo into this and it even grabs airborne opponents, it offsets the damage we lost by going for a pit setup and not doing her Yukinose patented lovely leg loop instead of doing an air combo.

I think this could give Akiha a scary tick throw game if EX cancelled off of 623B but I wasn't too successful with it in training mode. It might be because the startup of 623B is too fast, the command grab's startup is a little longer than a normal throw, or I'm just not inputting it fast enough.


Akiha's tech trap game off of aerial ending in j.2C
I wouldn't say this is non-existent anymore and I've noticed that it's harder to combo into it off of a full air combo. However the tech punishing options seem to have changed. In MBAC, an immediate (or almost immediate) 6C used to cover neutral tech and forward tech (by becoming 4C), but lose to backwards tech. However it doesn't punish forward tech anymore but I think it does cover neutral and backwards tech though I'm not 100% sure about that.

This tech trap game and the added damage from the air combo was nice in MBAC but personally I don't think it's worth going for anymore since instead of 2C 623B we get 2C BE5B 4C 63214A now for a flame pit setup and compared to 2C BE5B aerial, the damage difference is much more negligible. But in case anyone was wondering what happened to it or wanted to run it still, that's what I know about it.
: Re: Crescent Moon Akiha
: CT_Warrior February 12, 2010, 11:31:57 PM
The only thing I'd disagree on is the blockstrings part. Reverse beats are very important for Akiha.

Where 5C 214B may get mashed out of, 5C delay 5B 214B would beat it.
5B5A / 2B5A is very important in pressure because it gives her so many options afterward.
: Re: Crescent Moon Akiha
: dakanya February 12, 2010, 11:39:19 PM
5C delay 5B 214B...? Yeah, it'll beat mashers but it's even unsafer to 214B off of 5B you know. Also 5B (5A) and 2B (5A) put Akiha at a minor disadvantage... but they have their uses.

I'm not saying reverse beat is bad but yeah it's not as useful for Akiha. Any C move on block whiff cancelled to an A is +1 frame and reverse beats can be used deceptively to bait your opponents into trying to escape. However Akiha is not as reliant as other characters on reverse beat in blockstrings.
: Re: Crescent Moon Akiha
: CT_Warrior February 13, 2010, 12:59:45 AM
It's true that it's less safe, but it works more reliably than after 5C because you have so many options after 5B that they expect 214B less. Of course, this is after they respect your pressure.

The minor frame disadvantage after 5B5A doesn't mean anything if you're close to your opponent because you have so many option-selects. It was my main blockstring that I had a lot of success with versus decent players.

Here's a breakdown of a blockstring with the 5B5A backbone. 2369A can be replaced with IAD jA/jB, each have their pros and cons.

2A:
1) 5B5A
2) 2A
3) 2369A
4) walk throw

2A delay 5B5A:
1) 2A, stuffs attacks and jumpouts
2) delay 2A, stuffs attacks and jumpouts. Wait for 5A to recover, if you time it right, they should only have one frame to mash out of this gap. Resets your moves.
3) 2369A stuffs most attacks and late jumpouts and resets knockback and gives a j2C mixup since you're so close
4) dash throw, great place for a tickthrow since you don't have to wait to get into range before you throw, and the initial frame disadvantage lets you input your throw earlier, still risky of course.

2A delay 5B5A delay 2A:
1) 2A, since the 5B5A moves you forward enough to throw out another.
2) 2369A
3) 5C5B / 5C214B mixup
4) dash throw

2A delay 5B5A delay 2A delay 2A:
1) 5C5A
2) dash 2A, which is much safer because early 2A mashing from your opponent will whiff, resets knockback and punishes late jumpouts.
3) 2369A
4) 214B since they are no longer within 2A range, and it's hard to react with so many other options that Akiha has.

2A delay 5B5A delay 2A delay 2A delay 5C5A:
1) delay 4C/2C, this will catch jumpouts easily, so once you scare them with it, your other options become much stronger.
2) try to keep them in corner with jump neutral and lean forward attacks or jump forward attacks. If they respect the above, they'll react to your jump by most probably jumping and holding block, by then you'll have a huge advantage to push them back into the corner, even with just jA mash.
3) sj2369A or j2369A into dash 2A, dash 5A5E option select or etc.
4) dash 5A2A, catches mid to late jumpouts out of respect for your other options, you should notice if you're going to hit as antiair before you cancel into 2A.
5) dash 5B, catches late jumpouts, less vulnerable to mashouts than 5A2A.

2A delay 5B5A delay 2A delay 2A delay 5C5A delay 4C
1) 236chargedB, catches people who like to jump backward in the corner or mini resets unsuspecting folk.
2) 236C into a ghetto reset.
3) 22C, try to keep them in corner, all the knockback gives the flamepit more area to cover. Remember you can detonate in the air. Makes games more hype.

You have five to six places to choose when resetting pressure with multiple ways of doing so in this single blockstring.
I still suggest learning a 5C5A based string and the 2B2A and 5Bdelay2A starters when you have knockdown to keep things more random.
: Re: Crescent Moon Akiha
: YubelPhoenix February 13, 2010, 04:18:42 AM
Her new command grab is pretty good and has goood animation. But no combo ablitiy. 623 B wont work
: Re: Crescent Moon Akiha
: Mistwraith February 13, 2010, 04:48:04 AM
Well if u know how to combo, her command grab is combo-able, who says it is not  :teach:
And what do you mean by 623B won't work ? In what scenario ?
: Re: Crescent Moon Akiha
: dakanya February 13, 2010, 06:42:14 AM
@CT_Warrior: If your opponent is going to try to jump out of 5B (5A) delay 2A, he's going to do so at the first possible frame 'cause he just has to hold up after blocking 5B and you'll only have like 1 or 2 frames where you can actually catch them. Otherwise at best you're going to hit them while they're airborne. Even staggered 2As are better at stopping jump outs just because it takes frames to stop holding 1 on top of the couple more frames of leeway you get by going straight from another 2A. For punishing jump outs 5B (5A) delay 2A seems mad weak but everything else looks legit and 214B is debatable but I won't push it since you are aware of the risks.

@YubelPhoenix: You can only combo into the A version and you can't combo off it. I don't think you can use 623B kara 63214C as a combo ender either.
: Re: Crescent Moon Akiha
: Ryd February 13, 2010, 07:17:23 AM
EX command throw is really good.  The invincibility lets you grab people's hitboxes in some pretty interesting situations (extreme example: grabbing off of Nanaya's 236 series from almost 2 character lengths away, and seeing him get sucked into your hand).  Also seems really good for ending matches, as the invincibility protects from pokes, and there doesn't appear to be time for the opponent to jump once the superflash goes off; making for some scary pressure to be up against at crunch time.  Now if only this or her BHAD would grab jumpers in her immediate airspace the way F-Moon's does...
: Re: Crescent Moon Akiha
: dakanya February 13, 2010, 07:44:43 AM
Yeah the EX command throw is indeed very strong. They cannot jump out on reaction to the superflash since the startup is 5+1 frames. Five frames before the superflash, one frame after it. I've grabbed Kohaku 5B with it before ^^; but it probably wouldn't have worked if she had hit 2C... that move doesn't extend her hitbox. Command grabs are nerfed in general in MBAA just because a lot of characters have attacks that don't extend their hitbox.

: Re: Crescent Moon Akiha
: CT_Warrior February 13, 2010, 11:54:26 AM
Dakanya, that's untrue.
I don't know why, but if you do 2A 5B5A 2A, you can cancel that last 5A to 2A. Try it!
: Re: Crescent Moon Akiha
: Benny1 February 13, 2010, 11:58:21 AM
In melty, 5A and 2A can always combo between each other, no matter what, with exceptions being unmashable 5A's/2A's.
: Re: Crescent Moon Akiha
: CT_Warrior February 13, 2010, 03:01:34 PM
I decided that Akiha's gonna be my third best character under Hisui and Kohaku.

If anything, playing Hisui and Kohaku has convinced me that ending combos with tech punish opportunities is better than just having solid oki, and it's definitely more hype.

For her corner combo, I'd recommend this:
2AA 5C 4C 2B 2C 6C delay 2C 5BEB 4C jBC adC sdjBC j2C, 5151 damage on VSion

versus
2AA 6C 4C 2B 2C 5C 5C 2C 5BEB 4C 63214A j227C, 4343 damage
2AA 5C 4C 2B 2C 6C delay 2C 5BEB 4C 63214A j227C, 4565 damage

It does about 600 more damage and meter than the standard oki setup alone.

If they get hit by the no-tech punish, then it'll do 600 more damage and you have tons more frame advantage and options.
If they get hit by a forward/back tech punish, it'll do over 2x more damage.
If they guess right and don't get punished for forward, then you lose corner pressure but still have pressure. Even if they do guess right, the tradeoff isn't too bad.
If they guess right and don't get punished for anything else, you still have great pressure and an extra 600 damage and lots of extra meter versus a plain 22C pit.

An EX flamepit can probably only drain 500 damage and 30 meter max anyway if they decide to stay in it the whole time, so in regards to j2C oki, the only advantage is the ignition and guaranteed oki.
j2C setups net more potential and reliable damage and meter and puts more depth into Akiha's game.

Techpunish setups:
1) slight delay 5B
2) 2AA, or 2AAA
3) 2A2C

Backtech punish: slight delay 5B 5C 4C 2B 2C delay 6C 2C 5BEB 4C jBC adC sdjBC j2C, 5702 damage on VSion.
Forwardtech punish: slight delay 5B 5C 4C 2B 623C jC sdjBC adC backwards airthrow 5182 damage
No-tech punish: 2AC jump dj22C, or 2AAA4C 63214A j227C (this option allows higher damage hitconfirm on neutral tech and better pressure on other techs)
Neutral tech punish: 2AC into whatever, or 2AA(A) into BNB.

: Re: Crescent Moon Akiha
: dakanya February 14, 2010, 03:59:01 AM
Dakanya, that's untrue.
I don't know why, but if you do 2A 5B5A 2A, you can cancel that last 5A to 2A. Try it!
I didn't say that 5B (5A) 2A was weak but 5B (5A) delay 2A was weak. You misread my response there!

EDIT: I guess I can reply to your latest post before I sleep or at least post something in response

Sticking to the solid ender is better because 1) you don't have to guess or risk as much, 2) you do irrecoverable damage, 3) fuck with their meter, getting them under 100 meter alone is huge, 4) even if your mixups get blocked you are still at an advantage and 5) maintain a much better position!

The problem with the j2C setup is that the situation you get and the risk/reward is not as weighted towards your favor. Although the payoff can be huge, you could end up with an airthrow knockdown, which sucks, and them outside the corner, which also sucks.

Of course when they tech, things can go wrong and they can do a reversal upon recovery. You are relying much more on Akiha's neutral game which is extremely inferior to her corner game. Once you get them in the corner, you shouldn't let them out.
: Re: Crescent Moon Akiha
: CT_Warrior February 14, 2010, 03:18:53 PM
5B (5A) delay 2A isn't weak. It's a 2 frame gap. I'd think that purposely delaying attacks a bit longer so you can mix-in resets and mixups easier is a good idea. Even resetting takes at least 10 frames, a 2 frame gap is nothing.

I've always been about damage maximization and guess work.
It's definitely weighted in your favor, maybe not enough for you, but enough for me at least.

Free 700 damage and 5k damage (guess right) / weaker pressure (guess wrong).
: Re: Crescent Moon Akiha
: dakanya February 14, 2010, 04:10:15 PM
yeah everyone has their own individual style but there are other characters that are better at doing that though. irrecoverable damage + life drain and two chances to guess (for another 4k+ damage each) for even more irrecoverable damage and life drain is pretty hot though.

on another note i played some casuals yesterday and tested a bunch of stuff to see whether or not it was gimmicky

236c feels like it doesnt have any invulnerability on it anymore or its been nerfed. but framedisplay says its invul until like frame 5 or frame 7? but the flames come out slower now so you can get hit before the flames even come out which will render your reversal useless. terrible reversal now but as a gimmick you can still try to use it as a random  ground vs ground poke to force situations into your favor

shield into hcb cmd throw is pretty hard due to the reduced hitstop, i wasnt too consistent about it, maybe got it like half the time

aerial ch into 2c be5b 4c hcbA is a doable option if you like real knockdowns

ribbon startups feel slower than they were in mbac but im not sure about that and dont know the framedata. although i wrote on the wiki that full screen momiji knockdowns could lead into meaties and 50/50 i'll have to play around with ribbon timing.

also the neutral game in the ryougi matchup is fucking ass as akiha doesn't have any good crossup aerial normals to complement super double jump so its impossible to capitalize getting in that way, maybe i should improve my movement and incorporate aerial dodge before im going to cross them up at least but i actually main v.akiha which has a much easier time in this matchup and with akiha's bad matchups in general

also advanced corner combos are stupidly hard on setups that have like 2f of lag, just go for basic combo... ryougi seems to have a weird aerial hitbox, it might be that both wallslams need a lot of delay.

anyways im sick as hell now so going back to sleep or something zzz late

also to address 5B (5A) delay 2A. i was only saying that 5B (5A) delay 2A is weak at catching jump outs. plz read
: Re: Crescent Moon Akiha
: CT_Warrior February 14, 2010, 08:01:58 PM
5B5A 2A is good at catching jumpouts if they're trying to react instead of guessing by holding up, but I see what you mean.
It's counterintuitive to hold "jump" that early in a blockstring and risk  eating a full BNB.
: Re: Crescent Moon Akiha
: dakanya February 14, 2010, 11:14:41 PM
you'd only think its counterintuitive until you've met kijea, that guy would hold up every chance he would get in mbac -_-
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 01:53:34 AM
Messing more with Akiha, she has amazing pressure. Best anti-jumpout pressure I've seen.

dash2A delay 5B delay 5A2A recover 5B delay 2A recover 5B5A recover 5B2A xx

There's absolutely zero points in this string that you can jump out of without getting smacked by 5B. Tested in practice mode.
And only one point in which you can get mashed out, which is the first "recover" and a 7 frame gap.

The idea is to let 5B pull you forward, and you use reverse beast at the last possible moment to create a frametrap.
Sure, other strings are solid without the 7 frame gap, but this blockstring allows you to mix-in 63214B and other resets a lot easier.

With two different types of blockstrings that are interchangeable and can completely beat out a common form of escape, I'd say that Akiha pressure is pretty beast.
Maybe I'll net more forward tech-punishes because of it, heh.
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 01:59:25 AM
those delays must be like for 2 frames at the most lol

'reverse beating at the last possible moment' also means you get less +f so you should be at -f. which is a pretty big gap unless you meant something else ;o
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 02:12:18 AM
"At the last possible moment" such that they are unable to jumpout or win with 2A.
: Re: Crescent Moon Akiha
: Lord Knight February 15, 2010, 04:55:59 AM
If you really wanted to stop jump outs you'd put a 5C where you think they would jump/mash.
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 08:36:32 AM
Two hot new combos added to the wiki to boost your damage and okizeme.
Again, paranthesises indicate that it's whiffed during the combo.

http://mbaa.mizuumi.net/index.php/Akiha_Tohno#Combos_and_Strategies
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 11:21:17 AM
Cool combos, I'll test their j2C ender variants in a bit and see whether I should go for them or not.

Well, you could tag on a 5C at the end of that blockstring I mentioned. The point is that there's so many frame traps in a single blockstring before your opponent can jump out, and tons of opportunities to reset or throw in a mixup because it looks so trippy yet solid. Hitconfirming may be ridiculously hard, but I think it'll be great in low health situations.

EDIT: You're missing a 2C in the combo after 2B, won't work with 2AA since you won't be able to whiffcancel into it.

EDIT2: I found a techpunish that punishes forward/back (into combo), no-tech (into commandthrow), and neutral tech into good pressure. Worth it now?
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 01:30:20 PM
Oops yeah, typo.

Otherwise the 2B will whiff or you won't have enough time to do 2C (2A) 2A 2C.
I wrote it here but not in the actual combo.

I don't think it's worth it unless you can punish neutral tech and forwards or backwards in the same tech punish, it's too risky. And in MBAC, Akiha had a punish for all 3 directions but it was a 1f timing. It's just that the risks are too great and it's something I wouldn't bother going anymore with all the buffs she got. It's up to you though.
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 01:49:25 PM
If I didn't find this new tech punish, I might have agreed that it's not worth it.
But forward/back/no-tech punish, and neutral tech you still have corner pressure, that's already win-win.

And this setup is probably invulnerable to some neutraltech reversal, because the attack comes fairly late and you can react to EX flash and fast DPs.
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 02:16:04 PM
Your wording sounds kind of awkward. So are you saying that you can punish all directions with one punish or no??
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 02:53:53 PM
It punishes alll except for neutral tech, but there's not much incentive to neutral tech as the opponent since it's risky.

You're covering 75% of your opponent's options completely solidly with at least 600-700 more damage and meter.
The other 25%, you lose EX pit but deal 600 more damage with extra meter, including the meter that you didn't use for EX pit.
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 03:25:34 PM
neutral tech is the best tech 'cause that's the one where you guess right and hit them, mad diss. of course there's incentive to neutral tech and because they cant cover it along with forward tech, there's even more incentive to try it. i neutral teched hisui j.bb all day just 'cause i was a dick like that and it was extremely hard for hisui to punish akiha's neutral tech in mbac.

anyways i finish testing the new corner combo and did a little testing on the midscreen combo. probably taking a break for a while now or something. editing old post and adding to wiki
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 04:24:59 PM
The gap isn't big enough to get mashed out since you'll react to it and input moves faster, so they'll be forced to block.
And it's not like neutral tech is a weakness to the j2C setup, just that particular punish. If you mix up the punishes you use, it'd be too risky to tech.

It's a bad idea to neutral tech Hisui's jBB setups btw, even if you're Akiha in MBAC. It's just 2A2C instead of 5A2C.
Akiha's j2C setups in MBAA are better than Hisui's jBB setups in MBAC/MBAA in terms of reward and risk.

The j2C setup is -definitely- better than going for 63214A knockdown unless you need another chance at a mixup to finish them.
: Re: Crescent Moon Akiha
: dakanya February 15, 2010, 04:27:52 PM
if that's true they'll be forced to block only if they try to mash something. however they could neutral tech into the following options as well: dodge, backdash, anything with invulnerability.

this setup really only works under the assumption that you can instill the fear in your opponent to not tech and also you should have another punish planned for the second bounce in the case that your neutral tech punish whiffs

i will neutral tech hisui all day into 623b until i start getting hit with 2a2c
: Re: Crescent Moon Akiha
: CT_Warrior February 15, 2010, 05:24:17 PM
Well actually, I want my opponent to tech, just not the direction that I'm not covering. :P
The chances are against him by far.

If they don't want to tech, then I get free damage and meter.
If they want to tech every once in a while, I still get free damage and meter, and have a 1/2 chance to rack in some serious damage. They have a 1/2 chance of weakening oki, possibly getting out of pressure, or landing a weak reversal with no guarantee it'll work depending on how well you react. Dodge and backdash would probably lose to the tech punish setup anyway.

The chances that they'll do risky things like that are less likely than if you had a flamepit already out on them too.
: Re: Crescent Moon Akiha
: dakanya February 17, 2010, 12:29:14 AM
I dunno I think you're pulling these chances and statistics out of your ass, you're so optimistic! And yes, of course you would want more free damage.

Alright, this time for sure, I think I'm done with the C-Akiha wiki. I didn't expect to spend a week on this. Will be moving on to other characters...
: Re: Crescent Moon Akiha
: CT_Warrior February 17, 2010, 01:41:39 PM
I counted forward and back tech as the same tech since they're punished the same way, and there's not much reason to backtech anyway.

One setup covers forward/back and no tech.
One setup covers neutral and no tech.

If they don't tech, it's guaranteed free damage with EX pit.
1/2 chance for 5k when they tech either forward or neutral and you guess right.
1/2 chance for guessing wrong and still having advantage.

Attempting j2C setup alone gives you free 600 damage and meter.
: Re: Crescent Moon Akiha
: Ryd February 27, 2010, 02:12:04 PM
Some things about corner combos:

From the wiki:
2AA or j.2C 6C 4C 5B 2B 2C (2A) 2A 2C 5C 5C 2C 5BEB 4C 63214A

If you do the 2AA starter, you have to whiff 5A to continue the combo.  This can be problematic depending on spacing; if you started it from as close as possible, there's a chance the 5A will hit instead of whiff (at least on VSion), which really sucks when you're going for something stylish like that combo.  If you start it from a little bit away from the opponent, the 5A whiffs and everything follows.  For extra style points and a bit of extra damage, you can tak on (2A) 2A 2C before the 5BEB; but you have to catch them a bit high off the 5C 2C portion, otherwise they faceplant before 5BEB hits and you look like an idiot.  May not work on everyone due to funny hitboxes and gravity at that point.
: Re: Crescent Moon Akiha
: dakanya February 28, 2010, 12:12:03 PM
(5A) ?? when/where? I am confused.

: Re: Crescent Moon Akiha
: Ryd February 28, 2010, 12:24:59 PM
2AA or j.2C 6C 4C 5B 2B 2C (2A) 2A 2C 5C 5C 2C 5BEB 4C 63214A

Bolded the relevant portions.  If you start with 2AA, you can't whiff cancel the 2C with 2A.
: Re: Crescent Moon Akiha
: dakanya February 28, 2010, 12:35:25 PM
ah i wasn't sure if you actually meant that or not :slowbro:

hmm sorry i indeed did not test with 2AA at all since i didn't really expect to land this combo at all starting from 2AA since it is a croucher only combo. thanks, i will push the change to the wiki

just as a note, another thing that needs further testing is the OTG strings on raw 2C, i only tested them on 623B. ie the ryougi otg is not going to work off of a raw 2C just found out last night
: Re: Crescent Moon Akiha
: Tech Romancer March 08, 2010, 10:31:39 AM
http://www.youtube.com/watch?v=BZ4Je_Af9Y8

Practice session we had today; starting to work on the small stuff Dakanya was telling me on SRK (more comments in the vid description). I missed out on some damage on the 214B and J.236B by going with j.b, j.c, I keep forgetting I can follow up better with 2C, 5B, or whatever, I'm like, "Gonna miss my CH damage, must jump"! I really need to get out of that habit.

But yeah, feeling a lot more comfortable; I was seriously messing up earlier in our session because I've been practicing my C-mech; that's all the mains I'm sticking with for this game and I cannot understand people that play/alternate every character - just makes them overall weaker imo, but that's just me.
: Re: Crescent Moon Akiha
: Ryd March 08, 2010, 02:34:21 PM
Aside from what you noted, you should work on her corner combos; they leave you in a better situation for setting up oki (high/low/throw/crossup/EX flame pit).  Your corner blockstrings also seemed a bit long.  Pushing yourself out so far gives V.Sion enough time to get out while you're trying to get back in; as she's faster, you don't really want that.  You should also be using EX flame pit over the A/B versions when you can afford the meter for it, better drain and enough +frames on block to do whatever you want.  Incorporating instant j2C would help out, too.  The lack of command throw blockstring gimmicks or even general use makes me sad, but that's just me.
: Re: Crescent Moon Akiha
: Tech Romancer March 09, 2010, 03:25:40 AM
Yeah, you're right I should have used EX version over A/B; I had plenty of meter so there is no excuse.  :emo: I will also take care to shorten blockstrings in the corner.

To be honest, I could really never get used to working the command grab into my game; just never felt right to me. Is it absolutely essential? If so, what are some set-ups (I'm talking about outside of combos) that your Akiha uses for it? Thanks for the help BTW
: Re: Crescent Moon Akiha
: Ryd March 09, 2010, 04:20:14 AM
I wouldn't say it's essential outside of combos, but I like it as it destroys a good amount of the opponent's red health, and gives you a bit of health back.  The EX version also makes for a gimmicky reversal, as it has invincibility on it and can catch all kinds of things.  

I generally try to mix in the command throw with staggered block strings.

On crouchers that 5A whiffs on, you can do a quick 2A (5A) A.throw
2A 2A B.throw/slight pause A.throw
2A, slight pause, A.throw
2A 5B B.throw (you need to delay the input on the throw by a hair or they won't get caught by it).

And you can always sub it in for the normal throw any time you have the time for its input; EX version for poke-proofing if you have the meter and are doing run-up-throw or something.  You want to go easy on the B version, as it telegraphs its startup with a fairly unique animation.  Of course, these are only for people who have a measure of respect for your pressure.  If your opponent's poking at every minor gap, then you're better off focusing on staggering pokes for free combos.
: Re: Crescent Moon Akiha
: Frank The Tank March 09, 2010, 05:52:43 AM
Imo EX command grab is essential to playing C-Akiha. It's invincible, so it's a good reversal, and you can't jump out of it after the flash. Making people afraid of this move will make them scared to block, which adds way more to your mixup. Unless you're in max near the end of the bar, it's the only EX I use with this character (at the end of the bar I might try to set a EX pit after a corner combo; coincidentally, EX pit is set up perfectly by a command grab). The A command grab is only to be used once your opponent has been conditioned to sit there, normally by doing proper staggers and punishing escapes (things you should be doing regardless). In general, you'll only be doing the A grab against better opponents, as they're the ones that are most likely to be blocking for longer periods of time. The EX grab is good vs. everyone tho.
: Re: Crescent Moon Akiha
: Tech Romancer March 09, 2010, 06:06:20 AM
 If your opponent's poking at every minor gap, then you're better off focusing on staggering pokes for free combos.

See, that's the problem. Besides Tanner most of the time these guys love 2A on wakeup; they always think I'm going for the throw and to be fair - I do throw a lot. But we're meeting up on Wednesday, I'm going to try implementing it in my game again and using some of your set-ups; we'll see how it goes.  :V
: Re: Crescent Moon Akiha
: dakanya March 23, 2010, 06:27:35 PM
It seems that the midscreen 2C loop combo doesn't always require 2AAAA but I don't know which characters it's OK on. I remember needing 2AAAA on the character I was first testing but on some characters, 2AAA is OK.
: Re: Crescent Moon Akiha
: Ryd March 23, 2010, 07:16:15 PM
Yeah; for V.Sion at least, you need to make sure the hitcount is at least 9 after 5BB for the combo to follow through.  jB(2) 2A works for setting up the loop in the corner; possibly midscreen, too, but you'd probably have to be really deep, and I'm too tired to test atm. 

I love the 5BB 2C loops, but they don't seem as practical as they could be (mid screen, at least), needing you to start the combo really deep to get the necessary hitcount for gravity :-\  At least the midscreen combo that was in that recent combo vid:

2A 2A 2A 5C 4C 6C 5BB 2C (2A) 2A 5C 2C (5B)B 2C (2A) 2A 2A 2C (5B)B 6C 2C 5BB 2C [5B] 4C 63214A
: Re: Crescent Moon Akiha
: Ryd April 12, 2010, 07:55:33 PM
Dakanya, I was playing with this combo from the wiki:

2AAAA 5C 4C 6C 5BB 2C (2A) 2A 2C 5BEB 4C 63214A

On Ryougi, this alternate finisher was listed:

2C delay 623B instead of 2C 5BEB 4C 63214A

Just wanted to point out that the normal finisher should work if you cut the start of the combo to three 2As instead of four.  Made a note in the wiki, but it seems a bit rude to adjust your work without saying anything in case you'd like to format it to conform with your work, so yeah.
: Re: Crescent Moon Akiha
: dakanya April 12, 2010, 09:22:54 PM
nah go for it, I rarely play C-Akiha anyways, feel free to edit my work as fit. it actually works with 4 2As too its just really hard for me but YAT can do it lol
: Re: Crescent Moon Akiha
: sumbody May 25, 2010, 06:08:46 AM
Just something I did mention.

C/H Akiha 2BBB actually is pretty useful when used sparingly. Even on block, the overhead hit can be jump cancelled, so you can do 2BBB IAD jX to reset pressure. And if your opponent starts shielding it high, there's always 2BB 2C to beat it, and if they are scared enough you can actually dash in for free after 2BB.

So in C moon you can do a string like 2A (5B) 2BBB IAD jA j236A land tkj2C into full combo if you opponent doesn't expect it. or just go straight from IAD jA into j2C before landing. When you opponent is scared enough, you can even run stuff like jA j236B j2C on the way down or dash in resets to keep the pressure on.

In H moon its pretty much just a pressure reset tool, for more tick throw chances. You might catch people off guard with a jC/jB during the IAD but its pretty easily blocked.

Feel free to correct me if I'm wrong.
: Re: Crescent Moon Akiha
: Ryd May 25, 2010, 09:21:38 AM
Too long to start up.  2BBB is one of the most heavily telegraphed overheads in existence, and it's not hard to block low until you see Akiha going airborne and diving at your face, and then backdash/shield/anti air/whatever.  You might get some gimmicks off with that once, maybe twice; but once people realize you can jc it, but you're also helpless once you commit to it, you're not going to get away with it.
: Re: Crescent Moon Akiha
: sumbody May 25, 2010, 09:30:39 AM
I agree with its shortcomings, but its probably something worth trying like once in a match lol. Just the wiki makes it sound like its utter shit, perhaps a line like 'if you accidentally do 2BBB, IAD cancel it to continue pressure or IABD for neutral' would be more appropriate.
: Re: Crescent Moon Akiha
: Press May 25, 2010, 09:34:01 PM
That's because it is utter shit, it loses to most moves and on trade you're at disadvantage since you get CH'ed in the air. It's also so slow that it doesn't combo from 2BB.
: Re: Crescent Moon Akiha
: dakanya May 25, 2010, 10:03:03 PM
I agree with its shortcomings, but its probably something worth trying like once in a match lol. Just the wiki makes it sound like its utter shit, perhaps a line like 'if you accidentally do 2BBB, IAD cancel it to continue pressure or IABD for neutral' would be more appropriate.

you probably dodge cancel it on block as well

however it comes out so slow that someone could just shield/dodge or maybe even jump up and air throw you out of it lol