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Atlas Academy > Akiha Tohno

Crescent Moon Akiha

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dakanya:
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.

CT_Warrior:
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.

dakanya:
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.

CT_Warrior:
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.

YubelPhoenix:
Her new command grab is pretty good and has goood animation. But no combo ablitiy. 623 B wont work

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