Fullmoon Akiha stuff
New normals
5a - Standing jab, it's kind of like her MBAC 5a but her hand reaches up higher
5b - Totally different move, she now does something that looks like a shinkick. Seems to be frame advantage, or maybe neutral on block
4c - Same as her MBAC 4c but it now launches ground opponents
2b - This is the same thing as her MBAC 2bb. Yes, the 2nd hit comes out automatically if you don't bother canceling this move to anything else.
2c - Less range than old MBAC 2c, have no idea about difference of startup
3c - This is the same thing as the 2nd hit of her old MBAC 5bb. Has some good range
j.a - jump jab, this attack angles upwards now
j.b - a jump kick, this attack also angles upwards. Also looks like it can crossup in some situations
j.c - The amazing j.c, nice priority and huge crossup hitboxes. Angles downwards
j.2c - No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like MBAC 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.
New specials
236a - This angles upwards more now
236c - Seems to have less frame advantage on block. Also it's been nerfed, if she's hit during the startup, the flames don't persist.
22a/b/c - The stationary puddles. Doing the command and not holding any buttons makes a pillar come out, and doing the command and holding the button lets you hold and release the puddles like Aoko orbs.
214a/b/c - The moving puddles. I haven't quite figured out how these work exactly yet, but it seems like they travel across the screen, and automatically go off if they touch the opponent, whether or not you're holding the button. If 214a hits the opponent on the ground, they stay grounded, but if 214b hits the opponent on the ground, they get launched. Holding down the button makes the puddle move farther across the screen.
421a/b/c - Akiha points in the air and this web of fire appears. Has huge startup, and the damage actually isn't that bad. Can be EX cancelled on whiff
j.236a - Seems to angle up more a lot
j.236b - Angles downwards more
j.236[ b ] - Makes the ribbon hit multiple times, and also makes it so that she can do a move almost immediately after this finishes
Combos
In general, the best way to end her combos is to go into j.2c. Akiha's airthrow got nerfed in MBAA, as it really doesn't leave her in much of an advantageous position after a combo. j.2c knocks opponent down and lets Akiha have enough time to set up a 421a. 4c is also now her launcher of choice since she loses rebeat and it launches ground opponents. Also, an MBAA system change is that every character can now super double jump, but it has be input manually, meaning do 29 when in the air.
Universal easy BNB
Anything into 4c j.bc sdj.c2c
Against some characters, the first j.b has difficulty connecting, so the air portion can be changed to j.abc sdj.c2c
ex. 2a5c4c j.bc sdj.c2c
Corner combo
Anything into 5c/6c xx 214b 6c wallslam 6c tk j.236[ b ] j.bc sdj.c2c
Shown in 0:20 of
http://www.youtube.com/watch?v=Z7CyabUjxD8Alternate corner combo
Anything into 5c/6c xx 214b 2c6c wallslam 6c xx 623b
Less damage than the previous corner combo, but it lets Akiha safely set up a 22a puddle
Shown here
http://www.youtube.com/watch?v=qlMJWNbqFzMThe videos shown on top are in vanilla MBAA, but I've confirmed that they still work in Ver.A. However, I haven't tried out these next 2 combos, so maybe someone can try them out and see if they still work?
(Close) Anything into 5c/6c xx 214b 2c4c xx 22a j.bc sdj.c2c
http://www.youtube.com/watch?v=Ge-bATvQgLU(Corner) Anything into 5c/6c xx 214b 6c wallslam 6c xx 214a 5a3c j.b sdj.bc
http://www.youtube.com/watch?v=91ymhAhmUCE