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_TohnoAnyways 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.2CI 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.