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Author Topic: MBAA Akiha  (Read 40215 times)

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Offline dakanya

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Re: MBAA Akiha
« Reply #50 on: June 03, 2009, 03:13:10 PM »
Watching cAkiha's overhead come out slower than MBAC makes me sad, but great movie!
I'm not sure how to read the frame data from the mook. 発生 17. Does that mean it is active on the 17th frame? If so, then C-Akiha's j.2C startup should be the same. Otherwise, if it is active on the 18th frame, it would be 1f slower. Also if the mook means it is active on the frame it lists, then her A attacks are actually 1f faster now.
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Offline Ultima66

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Re: MBAA Akiha
« Reply #51 on: June 03, 2009, 03:28:18 PM »
Watching cAkiha's overhead come out slower than MBAC makes me sad, but great movie!
I'm not sure how to read the frame data from the mook. 発生 17. Does that mean it is active on the 17th frame? If so, then C-Akiha's j.2C startup should be the same. Otherwise, if it is active on the 18th frame, it would be 1f slower. Also if the mook means it is active on the frame it lists, then her A attacks are actually 1f faster now.
It's just 1f slower.

Offline dakanya

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Re: MBAA Akiha
« Reply #52 on: June 03, 2009, 03:44:31 PM »
It's just 1f slower.
not a bad trade-off for making the 6c/4c link easier
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Offline Press

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Re: MBAA Akiha
« Reply #53 on: June 03, 2009, 11:02:33 PM »
Has any of you tried to use her tk.j2c? I want to know if it's any easier to execute in MBAA compared to MBAC. I know you have to be pretty close to the ground with the j2c for you to connect it to 2b in MBAC, but I don't know if you need to be as tight with the tk.j2c
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Offline Psylocke

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Re: MBAA Akiha
« Reply #54 on: August 19, 2009, 02:59:32 PM »
Some more F-Akiha stuff and corrections to my post a while back

The properties of F-Akiha's 22 series change depending on time.  If 22a/b/c is input and the button is let go immediately, then the height of the pillar is a little bit taller than average char height, and the pillar will only damage, and not launch the opponent.  If the button is held for about a second, then the pillar will actually launch the opponent.  If the button is held for a lot longer than that, then it will still launch the opponent but the pillar will become a lot taller(like two char heights).

3c gets a special superjump followup if you input and hold 8 immediately once the move connects.  If you don't do this you'll just get a regular jump after the move if you try

6c has no pushback at all if it hits, so it's an optimal normal to use in 214b combos

Unless I'm doing something wrong, 421a can't be IHed..  421b can, though.

Something new to MBAA is that you cannot throw if A is already being held, since throw is A+D.  So if you want to do an F-Akiha throw setup with the 22a puddle, you must do a button switch on the 22a puddle(input 22a and then immediately hold b or c).  This will allow you to do the throw + puddle activation.

Some basic combos, and damage values. All done on Sion, since she's 90% all the way through her lifebar:
2a5b5c4c j.bc sdj.c2c   3361 damage
Most basic combo she has, works on everybody pretty much.  On some characters, like Ciel and the Lens, the first j.b has to be input IMMEDIATELY otherwise it'll whiff.  If you don't want to deal with this, you can just use this combo against them:
2a5b5c4c j.c dj.c2c

2a5b6c 214b 5b4c j.bc sdj.c2c   3965 damage
This combo is pretty tough..  the 5b link after 214b takes some getting used to.  Works both midscreen and in corner, but she has better combos in the corner.

(corner) 2a5b2b2c 6c 6c tk.236[ b ] j.bc sdj.c2c   4015 damage
The non-214b corner combo if you're not confident in doing those

(corner) 2a5b5c6c 214b 5a5c6c tk j.236[ b ] j.bc sdj.c2c   4447 damage
Basic corner combo, not really too tough.  Try to delay the 5a link after 214b as much as possible to ensure that 6c can connect

(corner) 2a5b5c6c 214b 6c 6c tk j.236[ b ] j.bc sdj.c2c   4475 damage
Also relatively easy, damage difference is pretty insignificant though

(corner) 2a5b5c6c 214b 5b5c tk j.236[ b ] j.bc sdj.c2c   4490 damage
Damage difference is pretty insignificant and the 5b link after 214b is a lot harder than the 5a link, but this works at a larger range of distances than the previous two combos
« Last Edit: August 19, 2009, 07:56:46 PM by Psylocke »
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Offline Psylocke

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Re: MBAA Akiha
« Reply #55 on: August 19, 2009, 06:21:45 PM »
2nd F-Akiha combo movie from Torimania
Beware, the song used in the second half of the video is terrible  :emo:
http://www.nicovideo.jp/watch/sm7986451
http://www.youtube.com/watch?v=Hwd-OlWRHs8
« Last Edit: August 20, 2009, 04:06:11 PM by Psylocke »
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Offline pbj_mixxa

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Re: MBAA Akiha
« Reply #56 on: August 21, 2009, 08:25:21 AM »
Been messing around with c/h-akiha.  Here's some basic bnbs to get people started.

H-AKIHA
In order to save me time, I'm just going to use the notation "(combo starter)" to refer to "2a-5c-6c-4c" as that's how just about every single one of her combos starts.
note: At the moment, I don't have numbers coz I'm too lazy.  If someone's got numbers, feel free to let me know


(combo starter)-2c-5bb-(jc)j.b-j.c-(jc)j.c-j.2c
Basic beginner combo.  Easy and decent dmg.
note: I haven't actually tried this one so, for all I know, it may not even work!

(combo starter)-6aaa-(delay)2a-2c-5{b}-4c-(jc)j.b-j.c-(jc)j.c-j.2c
Intermediate combo.  Not hard and good dmg.

(combo starter)-6aaa-(delay)2a-5c-2c-6aaa-(delay)2c-5{b}-4c-(jc)j.a-j.b-j.c-(jc)j.c-j.2c
Advanced midscreen bnb.  Difficulty is kinda high so it will take some time.  Damage is FUCKING INSANE!  I add the j.a in the air combo because, in my experience, j.b whiffs on some chars.
note: in the second 6aaa, the first hit whiffs.

(combo starter)-6aaa-(delay)2a-5c-2c-5{b}-4c-(jc)j.b-j.c-j.2c-j.236a
Intermediate corner combo.  j.236a is mostly for oki on chars who get up faster.  For the ones who get up slower, just do the normal air combo as the j.236a will whiff.



Not too sure if there's anything to add regarding c-akiha seeing as just about all her bnbs work the same as mbac akiha (that is, of course, with ending corner combos with command grab).

Out of curiosity, would you guys prefer I start a h-akiha thread?  I think it's better if we have a separate thread for each style.
« Last Edit: August 21, 2009, 08:37:10 AM by pbj_mixxa »
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Offline Frank The Tank

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Re: MBAA Akiha
« Reply #57 on: August 26, 2009, 10:14:28 AM »
Standard C-Akiha combos based on vids I've watched are as follows;

Midscreen BnB- 2A-5C-6C-4C-2C-(slight delay)5BB-tk.236{B}-land-j.B-C-sdj.B-C-Ad.C-Airthrow
-The last j.C after the airdash is mad tight timing-wise, and often I'll just do airdash-airthrow to end the combo. The delay before the 5BB is character specific, to make sure they don't go too high for the 236{B} to connect.

Corner BnB- 2A-6C-4C-2C-5C(wallslam), 5C-2C-whiff 2A, 2A-2C-5{B}-4C-
after the last 4C you can either 1.63214A or 2. j.B-C-dj.B-C-2C

The 63214A leaves them slightly outside of the corner, so you can do crossup shenanigans with ribbons afterwards. C-Akiha's j.2C floorbounces in an aircombo, so it's techable, but when used at the height from that aircombo you'll usually land in time to punish a tech. If they don't tech, you can just land and do 2C-5{B}-4C-63214A to finish.

63214A can combo off of otg strings as well.
« Last Edit: August 26, 2009, 05:32:38 PM by Frank The Tank »

Offline Press

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Re: MBAA Akiha
« Reply #58 on: August 26, 2009, 02:52:30 PM »
Lol, you might want to take out that [b ] for something else like {b} since it's totally screwing with the rest of your post.
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Offline Daimao

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Re: MBAA Akiha
« Reply #59 on: November 07, 2009, 05:27:09 PM »
Akiha needs Arc's breasts.  I'm so salty about DFC.  >:(

I think I've seen F-Akiha players use most of the setups and pressure patterns in those two combo videos.  There was really only a few that I hadn't seen used in an actual match.  Might as well have those two videos as pseudo tutorials until someone makes a guide with notated pressure patterns and mixups. :V


Offline Alfonse

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Re: MBAA Akiha
« Reply #60 on: November 07, 2009, 06:30:36 PM »
Akiha needs Arc's breasts.  I'm so salty about DFC.  >:(

No. DZ, would you please..
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Offline AnFox

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Re: MBAA Akiha
« Reply #61 on: December 03, 2009, 09:33:26 AM »
Ok so I thought about making a Akiha general discussion thread and then realized that this thread is basically that.  :V

Anyway, I would like to have the consensus of what everyone thinks is the strongest style for her.

IMHO, I feel Full controls pretty much the whole screen with her 22/214/421 variations and her air to airs are pretty solid. Her main pressure comes from having a flame pit sitting under someone while implementing a block string. I'll go into more about her strengths after testing out Crescent and Half moons to compare.
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Offline Psylocke

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Re: MBAA Akiha
« Reply #62 on: December 03, 2009, 11:56:35 AM »
I think Crescent is the strongest even though I don't actually play this style.  I feel she's basically a stronger version of MBAC Akiha, as she didn't get nerfed significantly and has higher average damage with the j.236[ b ] combos.  Instant j.2c becoming a million times easier to combo off of at the expense of being 1f slower is great, and her new command throw special adds a lot to her game and makes up for the universal airthrow nerf.  Also, clash frames getting toned down across the board for all characters helps Akiha a lot, since her clash was so lacking in MBAC, so she doesn't have to deal with clashwars anywhere near as much anymore.

Full Akiha is pretty good, even though she has the lowest average damage among the 3 styles.  Having an unblockable setup is also pretty unfair, even when it can only be done in MAX mode.  Her space control with her various projectiles is also strong, but not being able to charge meter when holding down a 22 puddle kind of sucks.  Her pressure is pretty good: nerfed air A ribbon sucks but the different j.2c sort of makes up for it.  Her mixup is pretty bad though, since the only time she can really do an overhead is when she makes the opponent block a deep j.b with a 22 puddle on them.

Half Akiha has the highest average damage of the 3 styles, but she's the most straightforward and her tools aren't quite as strong as the ones she has in the other styles.  Out of the 3, she is the one that is going to be spending the most time in the air, trying to stay above the opponent with j.c and the autoignite pits.

So I think all 3 styles have some merit, and certain styles do better in some matchups(I wouldn't pick C Akiha against Nero, for example..  imo h and f akiha do much better vs him).  If I had to rank the styles it'd be C>F>H, but they're pretty close together.
« Last Edit: December 03, 2009, 11:58:25 AM by Psylocke »
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Offline Frank The Tank

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Re: MBAA Akiha
« Reply #63 on: December 26, 2009, 09:16:41 AM »
I personally agree that Crescent is the strongest, although I also think that it's the hardest of the three moons to use effectively. Crescent j.B is amazing and provides great mixup on its own, and j.C wins whenever the opponent is above you. You also have the amazing command grab which adds to mixup along with giving you a legit reversal option, and j.2C is self explanatory. It's easily the most versatile moon, but also the most situational in terms of the tools available.

Full is really good too, but I feel like the mixup options are lacking in this moon as opposed to the other two. Full seems to get most of the damage from lockdown & punishing escapes, which is by no means bad, but it's much harder to hit a patient opponent. Then again, if you crush their guard, it doesn't really matter lol. The air normals are great, arguably better than Crescent since Crescent j.A is such ass compared to Full j.A.

Half is the most straightforward, and is great at what it does. It's the most focused rushdown moon, and being in Half gives it the awesome bunker and the autohit shield attack to bolster the defense, but damn, if someone's above you in the air then you just gotta wait it out; you have nothing for that situation. If you can get on top of someone, you're good to go.

I don't see too big of a gap between the three; in fact, I think it's to every Akiha's benefit to be able to play multiple styles, as some are clearly better than others in certain matchups.

Offline Benny1

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Re: MBAA Akiha
« Reply #64 on: December 26, 2009, 10:37:44 AM »
Crescent j.B isn't really that good, honestly.  It's a two hitting air normal which can be useful, but that also means it ruins its own counter hits.  j.C is also decent for hitting above, but not so great otherwise.  I feel like you're really overestimating her air game.  A good Warc player can completely shut down Akiha in the air, even flametongues can probably be beaten out by j.B (could in MBAC not sure about MBAA).  Her j.A in crescent/half is also pretty good, I'm not sure why you say it's ass.  It's nice in the sense j.A meaty iirc is a powerful option with flametongues or instant overhead and whatnot after it.

A lot of this could be changed though, but I don't really feel her air game is any better than it has been in the past in crescent, so I'm a little surprised to see you praise it so much.
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Offline dakanya

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Re: MBAA Akiha
« Reply #65 on: December 26, 2009, 11:09:14 AM »
Akiha's aerial normals are not amazing but are quite formidable when they are placed well. Akiha's j.A is a pretty good tool all-around imo.
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Offline Frank The Tank

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Re: MBAA Akiha
« Reply #66 on: December 27, 2009, 09:20:52 PM »
I agree that her air game isn't stellar with the normals alone. It's the combination of her air normals and air ribbons that makes me so high on her air abilities. She has something for pretty much every angle the opponent could advance from outside of above and behind her. Maybe it's just me, but I would think that saying Warc can shut down Akiha in the air is hardly specific to Akiha.

At least these boards are kinda active now. Kinda.

Offline dakanya

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Re: MBAA Akiha
« Reply #67 on: February 07, 2010, 01:58:37 PM »
Just thought that I would note after playing some C-Akiha casually that despite her being a buffed character, I feel that the reduced hitstop (and/or possibly hitstun) really hurts.

I wasn't able to combo off of random air-to-ground J.Bs (probably has to be really deep) and confirming 2A to 6C is a bitch now, you have to mash 2A and not have the slightest gap at all when going to 6C.

These two things alone are pretty frustrating imo and IIRC 5C is slower than 6C. Maybe 4C is a better choice.
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Offline Chou

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Re: MBAA Akiha
« Reply #68 on: February 23, 2010, 06:27:44 AM »
After a while training with Akiha, I stumble upon this:



She just dash straight through the lamp but strangly it didn't work with other projectiles  :mystery:

Offline YubelPhoenix

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Re: MBAA Akiha
« Reply #69 on: February 23, 2010, 10:09:49 AM »
After a while training with Akiha, I stumble upon this:



She just dash straight through the lamp but strangly it didn't work with other projectiles  :mystery:

I just recently started using akiha and i have two theories about this. 1. Either its a bug in the game. 2. Pure coincidence. :mystery:
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Offline AnFox

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Re: MBAA Akiha
« Reply #70 on: November 08, 2010, 09:23:14 AM »
Just thought I would leave this hear as a WIP.

As if you didnt know by now, Full moon Akihas neutral game is strong (imo), so knowing what to do at certain positions of the stage is important to wearing down your opponent.


Full Screen
All you should worry about is placing pits (22a/b/c) and webs (421a/b/c) all around the screen forcing your opponent to do a few things. If they decided to just dash/run at you, start using puddles/waves (214a/b) to stop them. They then have to decide on IAD'ing, Superjumping, superdoublejumping to attack. Depending on how high they are, you'll need to then move to the other side of the screen and reposition back to full screen; resetting the situation.

Midscreen
This is where you really want to be. Why? Because now you place webs and pits in front of you AND use your movement to place certain normals. If your opponent wants to jump in, you'll want to have a pit(22a) right in front of you. When spaced correctly, you'll have a CH opportunity if they commit to an attack on the way down; if not, then you'll have a chance to get back to midscreen. Once they respect the option of the pit sitting in front of you, start placing webs (421a/b/c) on the screen, limiting where they can approach from since the webs are air unblockable. Now how about those normals? Well one normal that doesn't seem like it should be all that useful is her 3c. It has a clash box around the tip of her hand down to about her arm and a hitbox going from her feet to her waist. (If anyone can get a frame display of this move that'd be great) Her 3c reaches really high and can cause a CH, leaving whoever is unlucky enough to get hit by it in untechable stun, allowing for a combo that can carry them into the corner. Lets say your opponent wants to inch forward on the ground bit by bit to be cautious. The solution? 5b. Yes, 5b has a good amount of range to keep people from doing dash 2a to negate the pit you may be holding in front of you. So here's the situation:

- They see a pit and say "Fuck that!" and dash 2a.
- Instead of letting go of the pit and running back into neutral, you walk in front of the pit and press 5b
- Either they get hit by 5b's range OR you release the pit and tag any limbs that might be unlucky enough to be in that area, scoring you a combo.


I'll try to add more aspects/input. If any of this is lacking please let me know. It already feels like its lacking to me. orz

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Offline Ryd

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Re: MBAA Akiha
« Reply #71 on: November 08, 2010, 11:29:32 AM »


The hitboxes on that surprised me.  I hadn't seen it until now since it's buried way the hell down on the frameviewer's list.  I'll have to play around with it next chance I get; seems like it might make a few certain match ups a lot easier to handle.

Throwing this out in advance; most of my views are probably heavily influenced by the fact that the bulk of my experience is against Ciel, Sion, V.Akiha, V.Sion, Ryougi, and Hisui, with some Nanaya on the side; characters that, in my experience, don't have a lot of trouble dealing with most of F-Akiha's options at neutral, so it might've skewed my views a bit.

I find the mid screen/neutral game to vary a lot depending on who you're up against.  VS anyone with even one proper zoning tool, you don't want to be setting pits or anything else unless they're standing on top of a 22x summon point since F-Akiha can't really play a fireball war; 214B is as good as it gets, and it's pretty terrible for that once you're more than a few character spaces apart.

Trying to control space too much is also problematic with faster characters because of how much delay there is on setting a lot of things out; add in the stages being as big as they are and character mobility, and it's really not that hard to get around her specials and score hits or start pressure if she tries to zone too much.  Knots are good, but the animation + time it takes for them to go active makes them a bit dangerous to use in a neutral situation.

22A to stuff/trade with aerial approaches is good, but you have to be careful with characters that have straight air dashes since some heights make it hard to gauge whether a fresh/barely charged 22A will catch them, or if they'll be able to sail over it.

jA and jB should probably get some mention at neutral since they're very solid air-to-air tools.  Not as godlike as H-Ryougi's jB/C, but good enough to make air-to-air a viable option against most characters.

You'll also want a section on her corner game since that's where she's strongest.  Having a separate thread for this might also be a good idea.  I've been considering it for a while, but it hasn't seemed like there's a whole lot of demand for it, seeing how you and Psylocke are the only other F-Akiha players I've seen this side of the Pacific, and Psylocke doesn't seem to play much anymore.
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Offline AnFox

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Re: MBAA Akiha
« Reply #72 on: November 08, 2010, 12:16:46 PM »
About the active zoning vs certain characters.

Ciel: Dont do it. Ciel's knives are so goddamn fast that if you throw out ANYTHING, she gets a free CH into combo.

Hisui: She doesnt get a combo from CH stuffs but her projectiles are still fast enough to hit you before you can recover from placing ANYTHING.

F-Koha: 5[C] is the only projectile that she has that will hit you full screen; if shes midscreen then her sword waves will beat you as well.

Mech: Laser beams beat you from anywhere on the ground

Nero: I believe that cresent and full moon crows hit you before you get to set anything safely.

Wara: I believe from full screen he cant hit you with tornados, but I could be wrong. I'll have to test midscreen vs him some more.

Aoko: Almost all of her projectiles in all her moons beat you.

Roa: You're safe full screen, but from mid screen half moon sokodaro might hit you as well as his lightings. Not too sure about full moon.

Nanaya: From mid screen his 421a(not sure if this is the notation) hits you out of getting anything in your favor. I beleive that 214a/b trade.

Ryougi: If she has her throwable knife, try not to set anything.


Remember these are the characters who you cant place anything in neutral. In most cases, if done at the same time, you end up losing and not being able to place anything. I'll get into the characters who have certain mobility options to just fuck you up for trying to be lame.
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Offline Ryd

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Re: MBAA Akiha
« Reply #73 on: November 08, 2010, 01:17:28 PM »
Wara's tornadoes are in the same boat as F-Akiha's pillars; set distances and can't touch full screen, but he has the option of charging the input to cover different spacings for the areas that he can reach.  Sion also needs to be added to that list due to whips/gunshots, and probably F-W.Len.

Anyway, I just thought it should be pointed out that F-Akiha isn't going to outzone anyone who's capable of zoning or has solid mobility/speed.  I hear a lot of how she looks like an amazing zoning character, when she's actually more of a setup & frame trap/lockdown character who has some light~moderate (but situationally-effective) zoning options.
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