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Atlas Academy => Melty Blood: Actress Again => Akiha Tohno => : Psylocke September 24, 2008, 01:37:58 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: MBAA Akiha
: Psylocke September 24, 2008, 01:37:58 AM
New thread for MBAA Akiha, I guess.  Compiling some of the posts on her that were said on various threads before...

Wtf, AkihaH pits auto ignite?  GAY.

AkihaH may have auto-ignite pits but the loss of ribbons is pretty saddening. TK ribbons in pressure, loss of an excellent poke and a mobility tool is horrible. The loss of j.C also means she now lacks an aerial poke to use when she is under the opponent, instead she has two downward aerial normals. An auto-igniting pit is also pretty weak as you can't drain any health or meter and does not augment her pressure at all.

As far as I can see, AkihaH is an extremely nerfed version of Akiha. HM was supposed to be for scrubs anyways so whatever.

On the bright side auto ignite pits give frame advantage in the way 236C does, but that doesn't make up for how much she loses. It does look like the overall area her j.C covers is pretty big, though, it's not as bad as you make it out to be.

Some impressions on Akiha from the geesendou vids

First off, the Akiha player was really good, it was pretty obvious that the player was very familiar and had a lot of experience with MBAC Akiha.  Kept sticking with Half Moon Akiha for some reason.  I would have liked to see the other styles, but oh well

Akiha's voice is still really good.  She still has all of her ground normals, and gains a new one that kind of looks like her 6c except that she leans forward a bit.  All of her old combos, like hitconfirm into 2c5bb or the wallslam combos still work, and she still does pretty good damage.  She loses her old j.c, and her j.c is now a downward angled attack with really good crossup hitboxes.  The Akiha player was drawing counterhits all day with it.  Her new j.2c becomes very similar to VAkiha j.c, giving a knockdown but it floats her up a bit and also for some reason can be blocked low.  5c also seems to move her forward a lot more than before too.

The ground 236 series makes her automatically do a tiger knee ribbon, and 236c becomes very similar to how tk 236c worked in pre-FT Melty Blood ReACT, making her recover faster so that she has more frame advantage.  The 214 series can be charged now to give it extra range, which is cool but doesn't look like it has very good use.  And the new j.236 series she gets makes her shoot out a ball of ribbons, which has really big startup.  Her new j.22's are pretty interesting.  Doing the j.22a or j.22b in neutral actually seems to be pretty good for controlling space now because of the autoignition.  The Akiha player was trying to experiment with setups involving a knockdown into j.22c, trying to make the automatic pit ignition hit meaty, but he wasn't really having that much success with it.

H Akiha seems to be a bit stronger pressurewise.  Losing the old flamepits is pretty bad, but having the 236 series giving an automatic tigerknee ribbon means she can break one of the rules of MB(jump cancel a blocked normal), as before she had to let a blocked normal recover completely before she could do a tk ribbon.  236c also seems to be very good for pressure too since it gives more frame advantage than the similar tk j.236c in MBAC.  The changed properties on j.c and j.2c also mean that H Akiha doesn't have one of MBAC Akiha's main weaknesses, not having a strong jumpin, so she will have a much easier time now landing in the air against characters like Nero.  j.c crosses up so there will probably be some left/right setups developed for that in the future.

On the flip side, j.2c losing its overhead properties means that H Akiha probably has really crappy high/low mixup.  The new j.c and j.2c give her great new options for air-to-ground, but she now can't fight anyone air-to-air, since her old j.c angled up.  With no air attack that hits at an upwards angle and the loss of real air flame ribbons, she pretty much has no answer to stuff like Warc j.b and Nanaya j.a unless there's some special properties on her new downwards angled j.c that we don't know about.

I think H Akiha is weaker than MBAC Akiha overall, she has some nice new options though.  I think she can be pretty good if she basically avoids fighting air-to-air in situations where she is below the opponent

Wtf, AkihaH pits auto ignite?  GAY.

AkihaH may have auto-ignite pits but the loss of ribbons is pretty saddening. TK ribbons in pressure, loss of an excellent poke and a mobility tool is horrible. The loss of j.C also means she now lacks an aerial poke to use when she is under the opponent, instead she has two downward aerial normals. An auto-igniting pit is also pretty weak as you can't drain any health or meter and does not augment her pressure at all.

As far as I can see, AkihaH is an extremely nerfed version of Akiha. HM was supposed to be for scrubs anyways so whatever.
Change of opinion with new information.

Akiha's new j.C seems pretty fast and has excellent hitboxes (still doesn't compensate for a loss of an upwards aerial poke though). May or may not have potential for a fuzzy guard which would compensate for the loss of j.2C mixup... Her j.2C is no longer usable as a ground overhead but knocks down like V.Akiha's MBAC j.C... which means she loses her old j.2C options btw

Ground 236 are automatically TK 2368s now... but the ribbon is shorter and you cannot move forwards or backwards...

Pillars reach further (I thought I already wrote this in my old post but I guess I didn't... hey maybe I should start an MBAA Akiha thread...)

May or may not have potential for a fuzzy guard which would compensate for the loss of j.2C mixup.


It looks like she does. In a recent vid a guy was playing around with a FG and was able to get one off, but there doesn't seem to be any follow-up
: Re: MBAA Akiha
: Psylocke September 24, 2008, 01:45:54 AM
Geesendou is beasting with videos, so here's some more observations

Halfmoon Akiha also has a new ground normal that looks like Ciel 6a, it also wallslams, maybe it can be comboed after?  The startup on 236c(which is really her old tk j.236c) seems to be a bit slower, as even when the H-Akihas did 2c or 5c xx 236c, the opponent was able to jump.  I dunno if Akiha recovers in time to be able to attempt guardbreak though.

There are also some vids of Crescent Akiha on the account.  From what I could see, she is for the most part unchanged.  The main change is that her ground throw has a different animation(more fire comes out), it does less damage, and it makes Akiha regenerate some life, like MBAC VAkiha's ground throw.  Also, her j.236a and j.236b affect her air momentum a bit differently than they did before.

Also, it seems that for all versions of Akiha, she regains her super double jump.  Those that played Melty Blood ReACT will know what this is, but it basically allows her to do air chains like j.bc dj.bc airdash j.c airthrow much easier than before.

Another thing to note is that because of the systemwide addition of sj8, 228c as an input to do instant j.22c will give a sj j.22c, which is much less frame advantage.  A new method to do instant j.22c will probably be 227c, since I don't think sj7 was added in this game?
: Re: MBAA Akiha
: pbj_mixxa September 24, 2008, 04:02:51 PM
Here's something I noticed... in one of the vids, I saw h-vakiha do j.22c and got hit out of the startup, but the pit still ignited.  If the same applies for akiha, it may give her good reversal opportunities in addition to good pressure.

Although it may take a lot of getting used to, I find h-akiha's zeinest-like move (I think it may be either j.236x or j.214x) to also be a great addition to her arsenal.  It seems to allow for dp-safe, shield-safe, and heat-safe oki setups similar to 214b.  Also, since it has a delayed hit, it shuts down random mashes as long as you anticipate and guard.  It sorta reminds me of millia's disk.  Not to mention, the zoning properties of the move are great (maybe not quite as good as akiha's ribbons, but still solid).


h-akiha's j.c is, officially, GOD-TIER!  That shit's got MADD priority, clash frames, crossups, fuzzies, and leads to massive dmg.  WHAT MORE COULD YOU ASK FOR IN A JUMP-IN?!!!!!!!!


(about time we got an MBAA akiha thread!)
: Re: MBAA Akiha
: sumbody September 25, 2008, 12:42:37 AM
The biggest loss of H-Akiha would be TK J2C i guess.

Guess that makes TK j2C C-Akiha exclusive?

F-Moon and H-Moon have the same moveset is it? Correct me if I'm wrong.
: Re: MBAA Akiha
: Pfhor September 25, 2008, 09:53:02 AM
F-Moon and H-Moon have the same moveset is it? Correct me if I'm wrong.

You are wrong.

It's character specific, but none of them are exactly the same so far, half moon only borrows a few moves from full.
: Re: MBAA Akiha
: Psylocke September 25, 2008, 02:59:54 PM
http://www.youtube.com/watch?v=7l5Hble25qc
8:36, new BNB maybe?  Seemed to do great damage but everything does good damage to VAkiha
: Re: MBAA Akiha
: Sphyra September 25, 2008, 03:54:14 PM
Akiha PUNCH

I've also seen an extra j.c added after the airdash at the end before airthrow a few times.
: Re: MBAA Akiha
: Press September 25, 2008, 04:00:45 PM
http://www.youtube.com/watch?v=7l5Hble25qc
8:36, new BNB maybe?  Seemed to do great damage but everything does good damage to VAkiha
Saw a really awesome cross up with Akiha's j.C at 3:08
: Re: MBAA Akiha
: Psylocke September 26, 2008, 05:16:07 PM
More videos that have Crescent Akiha in them today.  She seems to have lost the special superjump cancel on her 5bb, which normally would be pretty bad but she got her super double jump back so I guess it's not too big of a deal.
: Re: MBAA Akiha
: sumbody September 27, 2008, 10:11:52 AM
More videos that have Crescent Akiha in them today.  She seems to have lost the special superjump cancel on her 5bb, which normally would be pretty bad but she got her super double jump back so I guess it's not too big of a deal.

Watch 7:05 to 7:10 for http://uk.youtube.com/watch?v=cI4n9ZMyLOs (http://uk.youtube.com/watch?v=cI4n9ZMyLOs)

The C.Akiha player managed a special superjump after 5BB in the corner combo, but mid screen, he always does a normal jump. I don't get how it works now.

EDIT: I think there's a super jump input like X-men vs SF. I'm guessing 28 or something like that. The C.Akiha did a super jump out of the combo. If so, 5BB Super jump is still possible right?

Then again, I might be wrong.

EDIT2: I must stop editing my post all the time lol. Its possible as shown in this 4:35 to 4:38 of http://uk.youtube.com/watch?v=2RXUe8o9IlQ (http://uk.youtube.com/watch?v=2RXUe8o9IlQ)

Looks like it will take some time getting used to different inputs in C.Akiha's BNB.

Yes, C.Akiha's grab is still like MBAC Akiha. 5:14 of http://uk.youtube.com/watch?v=2RXUe8o9IlQ (http://uk.youtube.com/watch?v=2RXUe8o9IlQ)
: Re: MBAA Akiha
: pbj_mixxa September 27, 2008, 10:12:21 AM
A little something to add... I think c-akiha's drain grab is a command grab.  I know I saw a vid somewhere where she did her regular, non-drain, grab.
: Re: MBAA Akiha
: Psylocke September 27, 2008, 11:18:26 AM
Random Akiha clips that someone put up
http://www.youtube.com/watch?v=mFKOa5GSx-Y
New BNB in Half-Moon

http://www.youtube.com/watch?v=1pquPuJmGRg
New combo in Full Moon, no idea if this will become the general bnb

http://www.youtube.com/watch?v=-QPaDr6ZRQM
New corner combo in Full Moon
: Re: MBAA Akiha
: sumbody September 27, 2008, 12:18:40 PM
Those new combos are looking good. Adding command specials to a BNB is always nice.
: Re: MBAA Akiha
: Pfhor September 27, 2008, 09:47:13 PM
http://jp.youtube.com/watch?v=9f6A934lbtI

Full moon akiha AD combo.

SHE CAN GRAB PEOPLE IN THE AIR AGAIN AND PROBABLY OTG.
: Re: MBAA Akiha
: pbj_mixxa September 29, 2008, 08:39:28 AM
http://www.youtube.com/watch?v=BB3J5oUNhhU&feature=user

Akiha ending
: Re: MBAA Akiha
: Psylocke October 04, 2008, 12:06:59 AM
http://www.nicovideo.jp/watch/sm4821085
Match with C-Akiha in it

So, C-Akiha also has charged air ribbons, which I think multiple times instead of once.
pbj was right, the different ground throw that drains life that was mentioned earlier ends up actually being a command throw.  There's also an EX version, and the EX version has invincibility frames.  Doesn't do much damage, though
: Re: MBAA Akiha
: Psylocke October 04, 2008, 03:32:47 PM
http://park10.wakwak.com/~yukino/
12 matches, finally some good footage of F-Akiha, with Yukinose playing, no less

Some general observations: j.b is different, it seems like it angles up, though not as much as MBAC Akiha's j.c  Her j.c and j.2c are the same as the Halfmoon versions.  2c seems to have less range, and 4c launches on hit now.  She still has air ribbons, but they seem to have slightly longer reach, and she can also charge them, which makes them hit multiple times.

Biggest change is her 22 and 214.  One of those creates something of a cross between a flamepit and flame pillar.  The little pit stays, and it can be activated somehow to make a pillar come out.  Whether the pit is activated by time, proximity, holding and releasing a button, or doing the command again is unknown.  The other command makes a moving version of the pit that goes across the screen, I think this version activates by proximity.  The moving version seems to be a good blockstring ender as it's frame advantage on block and hit, letting Akiha combo off of it when it hit even when she was like half screen away.

Setting up the non-moving version of the pit seems to set up for great mixup.  Right off the bat at 0:42 of the 1st video, Akiha does a fuzzy guard setup by doing iad j.b dj.c pit activation and proceeds to combo off of it.  The pit activation can also be done during a ground throw to add more dmg to it.  The pit is also EX cancellable so doing pit xx 236c seems to be a good way to get opponent in blockstun and start the mixup.  Doing an aircombo ending in j.2c or a ground combo into 623b seemed to let Akiha safely set up the pit and go for mixup/pressure.
: Re: MBAA Akiha
: AkiraTheMastodon October 05, 2008, 07:25:46 AM
the 22 is the stationary pit that creates the pillar, you can hold a button down to keep the pit there, then when you release it has the pillar come out

the 214 is a moving pit, if you hold the button down nothing will come out, but if you release the button a small pillar will come out

: Re: MBAA Akiha
: sumbody October 05, 2008, 12:04:40 PM
Woah, that sounds like Eddie in GG. I need a third hand!
: Re: MBAA Akiha
: Sphyra October 06, 2008, 06:22:13 PM
I feel bad for psy  :(
: Re: MBAA Akiha
: dakanya October 06, 2008, 06:27:04 PM
I'm too lazy to translate seeing as how I won't be able to play MBAA in the near future...

JP MBAA wiki: http://www3.atwiki.jp/mbaa_akiha/
: Re: MBAA Akiha
: AARP|ZTB October 18, 2008, 03:02:42 PM
wow this is like a personal record. . .

PA' just linked in the mages channel Fakiha doing what seems to be YET ANOTHER INFINITE!!! (this makes two infinites ive seen in a day)

combo into 6C>22A xN (corner)

now its getting ridiculous. shit needs to be recalled NOW lololol

edit:
Hmm this may actually be possible at midscrn since akiha 6C has the property where it wont push back on hit. I'll test when i get to CF. Lets hope another inf doesnt pop up before i leave the house.
: Re: MBAA Akiha
: pbj_mixxa October 18, 2008, 08:41:14 PM
http://www.youtube.com/watch?v=C86mhw-XLEw  - 4:17

This what you talking about, zar?  If so, I highly doubt it'll work midscreen seeing as, I assume, there's knockback on 22a.
: Re: MBAA Akiha
: AARP|ZTB October 19, 2008, 01:01:43 AM
yeah, i was doing it today. . .doesnt work midscrn. . .still stupid as fuck. I may link a vid of myself getting a few reps vs CPU. managed to land it in a few matches. . .Im disgusted w/ this game so far.
: Re: MBAA Akiha
: Soniti October 21, 2008, 01:12:19 PM
So it's both crescent AND full moon?
ok i apparantly AM blind  ::)
: Re: MBAA Akiha
: Ultima66 October 21, 2008, 02:00:15 PM
http://www.youtube.com/watch?v=C86mhw-XLEw  - 4:17

This what you talking about, zar?  If so, I highly doubt it'll work midscreen seeing as, I assume, there's knockback on 22a.
Are you guys blind? That's not a crescent Akiha... That's a full moon Akiha.
: Re: MBAA Akiha
: Sphyra October 21, 2008, 05:48:36 PM
This seems like fun. 622622622622622622622622
: Re: MBAA Akiha
: pbj_mixxa November 12, 2008, 01:39:15 PM
http://www.youtube.com/watch?v=GJAkHV0yXRE  -> 3:02

Newer and sicker H-Akiha bnb.  As if H-Akiha wasn't retarded enough!
: Re: MBAA Akiha
: Soniti November 14, 2008, 04:28:38 PM
Finally, Akiha damage is starting to slightly approach what it was in Act Cadenza.
: Re: MBAA Akiha
: Ultima66 November 14, 2008, 09:18:05 PM
Finally, Akiha damage is starting to slightly approach what it was in Act Cadenza.
Akiha did 5500 per bnb in MBAC?
: Re: MBAA Akiha
: sumbody November 15, 2008, 09:15:18 AM
As a matter of fact. 5k on V Akiha and about 5.5k for corner combo.
: Re: MBAA Akiha
: dakanya November 15, 2008, 09:32:40 AM
As a matter of fact. 5k on V Akiha and about 5.5k for corner combo.
jesus who can't do 5k on vakiha
: Re: MBAA Akiha
: Soniti November 15, 2008, 01:43:03 PM
Finally, Akiha damage is starting to slightly approach what it was in Act Cadenza.
Akiha did 5500 per bnb in MBAC?
Hmm not on normal defense characters, but starting with 5{b} into a wallslam combo and 5{b}b launcher, you could do ~5.5k-6.5k on just about anyone. I have RARELY seen HM-akiha do 5.5k damage in Actress Again. Definitely not every BNB.
: Re: MBAA Akiha
: dakanya November 15, 2008, 04:29:52 PM
Finally, Akiha damage is starting to slightly approach what it was in Act Cadenza.
Akiha did 5500 per bnb in MBAC?
Hmm not on normal defense characters, but starting with 5{b} into a wallslam combo and 5{b}b launcher, you could do ~5.5k-6.5k on just about anyone. I have RARELY seen HM-akiha do 5.5k damage in Actress Again. Definitely not every BNB.
How often do you get to start a combo with 5{B} in the corner anyways? I've only done it maybe twice in matches.

However there are other methods to get high damage with Akiha off of normal pokes and mixups such as using 6C to wallslam, using 6C off of TK j.2C instead of 2B, and juggling opponents with the assistance of whiffed 2As to get in more hits.

ie http://www.youtube.com/watch?v=KPJszkaBKHM&fmt=18
: Re: MBAA Akiha
: Ultima66 February 05, 2009, 05:55:43 PM
Crescent Akiha is supposedly the best style now.

63214A: I don't know how this works really, but it at the very least is similar to Kouma 214A. Except that you can grab out of the air. No idea if it'll stuff jumpouts, but 2C into OTG 2AAA 5BB 4C 63214A actually works, and so does any other sort of corner combo that you could link into this throw.

63214C: It's Kouma 214C but better. Seriously. Well, MBAA one, since in MBAC you could jump out of it and in MBAA you can't, but it's full invincibility, almost no startup, decent reach. And it's basically totally safe on whiff unless they're above you and starting up a j.C when you use it. The recovery is shorter than the recovery on an actual throw attempt.

Other MBAC Akiha stuff still applies, except of course you have to 227C tk flamepit since 28 is superjump now.

EDIT: Oh yeah I almost forgot. Crescent Akiha AD does not grab. It's a normal claw attack. AAD grabs, half moon AD grabs, and I have no idea about full moon. Use 63214C instead for an EX grab. Well, 63214 doesn't do that much damage, but takes off like 2500 red life for non EX and 3500 red life for EX, and gives frame advantage like her normal throw, and it drains a bit of life.
: Re: MBAA Akiha
: Soniti March 05, 2009, 01:14:31 AM
Anyone have any links to MBAA combo lists for Akiha? I'm finally going to have a chance to play it soon @ AI ~
: Re: MBAA Akiha
: Ultima66 March 05, 2009, 07:49:26 AM
I don't know exactly, but...

Crescent - Old combos still apply. Whiff loop still works, but is probably time differently. She has a midscreen wallslam into j.B land something combo that I'm not sure was used in MBAC, but old bnbs are the same. Also in corner you get something like 5C 6C 4C 2C 5BB 63214A instead of her normal air string.

Half - Whiff loop should still work, or at least one rep of it then going into 6AAA 2C 5[ B ]B aircombo. The normal bnb is 2A 5C 6C 4C 2C 6AAA 2C 5[ B ]B j.BC j.BC j.throw or j.BC j.2C or something. I don't know if it still works, but back in vanilla players were messing around with 2A 5C 6C 4C 2C 6AAA 5C 2C 6AAA 2C 5[ B ]B j.BC j.BC j.throw, but it was also really hard to actually land.

Full - 2AB 5C 4C j.BC j.BC j.throw or something near that. There's not really much room for anything creative with full moon combos without a flame pit up. 4C and 3C are interchangeable, but I think 4C does more damage.
: Re: MBAA Akiha
: Benny1 March 06, 2009, 05:50:27 AM
I think it's generally agreed that 4C is the greatest launcher for full moon.  Totally guessing about all of this, but it looks like it sets you up best for j.2C combos, which can get you like OTG midscreen or something.  Also, if it's like MBAC, 4C is 100% proration, and I doubt 3C is that kind.  Have fun with that.

Also, I hear 4C has just fantastic movement, so that's good.  It's also probably easier to combo with, due to overall higher untech times in MBAA.
: Re: MBAA Akiha
: Psylocke March 10, 2009, 09:25:37 PM
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=Z7CyabUjxD8

Alternate 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=qlMJWNbqFzM

The 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
: Re: MBAA Akiha
: dakanya March 12, 2009, 12:30:44 PM
What's the difference between 421A/B/C? Distance? If so, is it ever worth using B or C? Do puddles disappear when you block a hit like when Aoko's stationary orbs when she blocked?
: Re: MBAA Akiha
: Psylocke March 12, 2009, 02:39:34 PM
What's the difference between 421A/B/C? Distance? If so, is it ever worth using B or C? Do puddles disappear when you block a hit like when Aoko's stationary orbs when she blocked?
Yeah the difference is just distance, a is close, b is medium, c is far.  All of the versions are useful for controlling space, especially when used in tandem with the 22 and 214 series

I'm not really too sure about the puddles thing.  When I played, it seemed like they did disappear when Akiha blocked, but the Arcadia issue from this month with the Ver.A changes article said something about it not disappearing on block.  I'll have to test it out more
: Re: MBAA Akiha
: scottind March 12, 2009, 06:08:43 PM
psy when do you go to AI?
: Re: MBAA Akiha
: Psylocke March 13, 2009, 12:30:24 AM
I only go on Saturdays usually.  Not sure if I'll go this weekend for ranbat yet
: Re: MBAA Akiha
: WanteD April 02, 2009, 08:16:19 PM
Not sure if any 1 has seen this ,

MBAA Ver. A - Yukinose(F-Akiha) vs. Tetsu(C-Arcueid), Jamu(C-Warachia)

http://www.youtube.com/watch?v=9D7hNZu1WNg
: Re: MBAA Akiha
: Psylocke April 05, 2009, 05:53:40 PM
Torirr has another F-Akiha clips video up
http://www.youtube.com/watch?v=tzqB4vYwGT4
: Re: MBAA Akiha
: Ultima66 May 19, 2009, 12:57:02 AM
I saw a F Akiha do Fire Orb oki in the corner and then do AD as the opponent got up. I assume you can do it so that if they don't jump the AD will grab them and if they jump the Orb guard breaks and you get a few thousand damage with the AD.
: Re: MBAA Akiha
: LordPangTong May 20, 2009, 11:26:21 AM
I saw a F Akiha do Fire Orb oki in the corner and then do AD as the opponent got up. I assume you can do it so that if they don't jump the AD will grab them and if they jump the Orb guard breaks and you get a few thousand damage with the AD.

Yeah, that seems like a pretty common F-Akiha setup. I've yet to see it fail, too.  :o
: Re: MBAA Akiha
: Ultima66 May 20, 2009, 12:06:29 PM
I saw a F Akiha do Fire Orb oki in the corner and then do AD as the opponent got up. I assume you can do it so that if they don't jump the AD will grab them and if they jump the Orb guard breaks and you get a few thousand damage with the AD.

Yeah, that seems like a pretty common F-Akiha setup. I've yet to see it fail, too.  :o
j.DAIGO PARRY EVERY HIT
: Re: MBAA Akiha
: Psylocke June 03, 2009, 12:11:16 PM
http://www.nicovideo.jp/watch/sm7240980

C-Akiha combo video
: Re: MBAA Akiha
: Soniti June 03, 2009, 02:46:50 PM
Watching cAkiha's overhead come out slower than MBAC makes me sad, but great movie!
: Re: MBAA Akiha
: dakanya 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.
: Re: MBAA Akiha
: Ultima66 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.
: Re: MBAA Akiha
: dakanya June 03, 2009, 03:44:31 PM
It's just 1f slower.
not a bad trade-off for making the 6c/4c link easier
: Re: MBAA Akiha
: Press 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
: Re: MBAA Akiha
: Psylocke 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
: Re: MBAA Akiha
: Psylocke 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
: Re: MBAA Akiha
: pbj_mixxa 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.
: Re: MBAA Akiha
: Frank The Tank 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.
: Re: MBAA Akiha
: Press 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.
: Re: MBAA Akiha
: Daimao 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

: Re: MBAA Akiha
: Alfonse November 07, 2009, 06:30:36 PM
Akiha needs Arc's breasts.  I'm so salty about DFC.  >:(

No. DZ, would you please..
: Re: MBAA Akiha
: AnFox 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.
: Re: MBAA Akiha
: Psylocke 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.
: Re: MBAA Akiha
: Frank The Tank 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.
: Re: MBAA Akiha
: Benny1 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.
: Re: MBAA Akiha
: dakanya 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.
: Re: MBAA Akiha
: Frank The Tank 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.
: Re: MBAA Akiha
: dakanya 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.
: Re: MBAA Akiha
: Chou February 23, 2010, 06:27:44 AM
After a while training with Akiha, I stumble upon this:

(http://i259.photobucket.com/albums/hh306/pe_vip246/NewPicture-1.jpg)

She just dash straight through the lamp but strangly it didn't work with other projectiles  :mystery:
: Re: MBAA Akiha
: YubelPhoenix February 23, 2010, 10:09:49 AM
After a while training with Akiha, I stumble upon this:

(http://i259.photobucket.com/albums/hh306/pe_vip246/NewPicture-1.jpg)

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:
: Re: MBAA Akiha
: AnFox 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

: Re: MBAA Akiha
: Ryd November 08, 2010, 11:29:32 AM
(http://img.photobucket.com/albums/v73/shoot_the_works/3c.jpg)

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.
: Re: MBAA Akiha
: AnFox 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.
: Re: MBAA Akiha
: Ryd 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.