Melty Bread Forums

Atlas Academy => Melty Blood: Actress Again => Akiha Tohno => : Benny1 September 14, 2009, 04:28:58 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: C/H-Akiha Combos
: Benny1 September 14, 2009, 04:28:58 PM
This was going to be a whiff combo guide, but it is just going to be a C/H-Akiha combo thread.

Things of notice
BE5B means charged 5B. BE5BB means charged 5B followed by the 5BB followup.
sdj is super double jump, which if you didn't know, is done by either tapping 9 during the air combo instead of holding it or doing your input as 29.
sdj.C 2C looks retarded, but it means cancel j.C into j.2C.
(whiff) means whiff the attack before it.  In general, you let the whiff recover, it will be specified if it is cancelled.
(recover) means let the previous attack recover.
Attacks like (2B) mean they are optional.
tk. means tiger knee, which is doing an air special low to the ground.  2369 is probably your best input for this.

C-Akiha

Midscreen:
2AA 5C 6C 4C 2C 5BB tk.BE236B land j.BC sdj.BC ad.C Airthrow
Delay before 5BB as always.

Corner combos:
2AA 6C 4C (2B) 2C 5C (recover) 5C 2C BE5B 4C 63214A
Basic simple combo.

2AA 6C 4C (2B) 2C 5C (recover) 5C 2C 2A (whiff) 5A 2C BE5B 4C 63214A
Pretty fun combo, not too hard to do.

2AA 5C 4C 2C 6C (recover) 2C 2A (whiff) 6C 2C BE5B 4C 63214A
Hard-mode combo.  If you get the timing it's good, like maybe 50 more damage.

2AAA 6C 4C 5B 2B 2C 5C (recover) 5C 2C 236C 4C [2C 5BB 2A (whiff)] x 8 2C 5BB 63214A
C-Akiha gets a ridiculous meter combo as well.  This works only on standing opponents.  I need to adjust it for crouchers, because 5B trips crouchers.  This is not practical and you should not waste time learning it over other combos.

H-Akiha

Midscreen:

2AA 6C 4C 5C 5A 6AA 2C BE5BB j.BC sdj.C 2C
Low level midscreen bnb.

2AA 5C 6C 4C 5A 6AA (recover) 4C 5C 2C 5A (whiff) 6AA (recover) 2C 4C 5BB j.BC sdj.C 2C
5k on V.Sion.  It's pretty cool, but 5A 6AA 2C can be hard to do. 136.5% meter gained.  DOES NOT WORK ON NERO.
The trick with this combo is to do 4C 5C delay 2C, so they are further away, immediately hit 5A, and wait to hit 6AA.  Then, delay the 4C after the second 2C, so the 5BB will hit.  To hit the second j.C, you must do it IMMEDIATELY after you double jump.  If 5C wallslams, go into BE5BB after the 2C, not 5A (whiff) 6AA.
Video. (http://www.youtube.com/watch?v=_GO7cjNasTI)

2AA 5C 6C 4C 5A 6AA (recover) 4C 5C 2C 5A (whiff) 6AA (recover) 6C 2C 5A (whiff) 6AA j.BC sdj.C 2C
Like 20 more damage than the combo above, but it's just that much cooler that you should do it.  133.5% meter gained.  DOES NOT WORK ON NERO.  If 6C wallslams, go into 5BB instead, or BE5BB if they are VERY high.
Video. (http://www.youtube.com/watch?v=hP9yhl0x2co)


Corner:

2AA 6C 4C 5A 6AA 5A 2C 2A (whiff) 5A 2C BE5B 5C 4C j.BC sdj.C 2C
This probably isn't her best bnb, if anybody knows something better, please let me know!

2AA 5C 6C 4C 5A 6AA (recover) 5A 5C 6C 2C BE5BB j.BC sdj.C 2C
Cool little combo.  Leaves you with some reverse beat penalty, but it's good damage.
Video. (http://www.youtube.com/watch?v=Vre_JqeYrHk)
: Re: Melty Blood: Akiha (sundae) Again ~ Twice as much whiffed cream.
: CT_Warrior September 14, 2009, 04:51:21 PM
koo
: Re: C/H-Akiha Combos
: dakanya September 14, 2009, 06:17:55 PM
confirmed 2AA 4C 5C 2C 6C 2C (2A) 6C 2C BE5B 4C 63214A to work, nets 4.5k on v.sion.

4C 5C seems to make a much bigger difference than 5C 4C now so i guess 5C was nerfed some more? unsure. maybe it is due to the short followup afterwards.

: Re: C/H-Akiha Combos
: Belegorm September 18, 2009, 07:25:11 AM
I've confirmed that Psylocke's BNB from his MBAC guide works with C-Akiha: 2a6c4c5c2c5bb j.bc dj.bc airthrow.  Yeah, I know I'm supposed to airdash, but considering the time it'd take to learn how to do that, I don't see the point beside cornering them, unless it hurts them more than a normal airthrow.  I can do the rest of the combo pretty fine without it.

BTW, I know this combo is from Psylocke's guide, but does anyone actually use it as a BNB?  Out of those people I've talked to and from what I've seen on these forums, it seems like most use different ones.  Newbies use easier BNBs (such as 2abc5bb j.bc dj.bc airthrow), and experts use more complicated ones, leaving me in the middle.

Edit: Also, what the heck does BE5B mean?  Does that mean you do the longer version holding down the first 5b before you do the second?  Don't they usually write that as 5b ?
: Re: C/H-Akiha Combos
: Psylocke September 18, 2009, 08:21:12 AM
I've confirmed that Psylocke's BNB from his MBAC guide works with C-Akiha: 2a6c4c5c2c5bb j.bc dj.bc airthrow.  Yeah, I know I'm supposed to airdash, but considering the time it'd take to learn how to do that, I don't see the point beside cornering them, unless it hurts them more than a normal airthrow.  I can do the rest of the combo pretty fine without it.
The airdash is pretty important, Akiha pressure gets a lot stronger when she has people cornered.

BTW, I know this combo is from Psylocke's guide, but does anyone actually use it as a BNB?  Out of those people I've talked to and from what I've seen on these forums, it seems like most use different ones.  Newbies use easier BNBs (such as 2abc5bb j.bc dj.bc airthrow), and experts use more complicated ones, leaving me in the middle.

Edit: Also, what the heck does BE5B mean?  Does that mean you do the longer version holding down the first 5b before you do the second?  Don't they usually write that as 5b ?
It's the general combo that she had in MBAC, generally it should only be done if you start with dash momentum or are doing it in a punishment situation though.  It can be hard to hitconfirm into sometimes, so it's ok to stick with just 2abc or 2c into 5bb.

BE 5b means charged 5b, it's the japanese notation for noting that something should be charged.  Putting square brackets around a b in these forums makes the text become bold, so some people use the japanese notation to avoid this.

C-Akiha actually has a better general BNB than her MBAC one, Frank the Tank had it notated in another thread but I'll quote it here.  Personally, I would have the ground portion be 2a6c4c5c2c but I don't think it makes that much of a difference
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: C/H-Akiha Combos
: Belegorm September 18, 2009, 10:40:08 AM
Hmm, guess I'll work on the airdash a bit.  I found the timing hard to do, but it's been awhile since I tried the airdash.  Could be easier, now that I'm practicing MBAA with an arcade stick (I can sometimes get that whole combo down with the stick, that's amazing to me with only 1 night of practice using a stick I haven't touched since I'd given up on it months ago).

I'll look into that newer combo, though it looks quite complicated.  Since 2a6c4c5c2c is ingrained into me now, I'll probably go with your idea of using that as the ground portion.  The tk.236{B}-land looks like it'll be the hard part for me, both as I'm breaking with the combo I'm used to, and because I don't know how to tk a flametongue.  What's the inputs for that?

Oh, I did notice that the original MBAC combo from the guide seemed to work best if I dashed in, or right after they hit me and I blocked.  Far more difficult after a jump-in, though I'd usually still dash after that.  What I was able to do is sometimes work into part of the combo from whatever was happening (like make the ground portion shorter, or simply 2a2c5bb etc.).
: Re: C/H-Akiha Combos
: Benny1 September 18, 2009, 12:09:17 PM
Thanks for that post Psylocke, I'll edit that into the top.

Also, what are more practical H-Akiha combos?  The ones I have listed for the group that's like V.Sion and stuff are rather simple honestly, but for some reason it's a lot harder to do the whiff loops with 2A whiff, not to mention if you don't space some of them right on some of those characters, it turns out the 5A whiff can still hit them.

What do most people do there?
: Re: C/H-Akiha Combos
: dakanya September 18, 2009, 01:32:34 PM
The airdash seems way easier than it was in MBAC but I had no problems doing it in MBAC anyways.

The input for that charged TK ribbon is 2369BEB. You may find it easier to start from 1 to avoid inputting a superjump.
: Re: C/H-Akiha Combos
: Belegorm September 18, 2009, 02:00:05 PM
Hmm, in MBAA seems I still can't pull off the airdash yet, likely enough my unfamiliarity with the stick is part of the problem :(
: Re: C/H-Akiha Combos
: Belegorm September 22, 2009, 07:54:59 PM
So for a tk.2c I just need to hit 8, then immediately hit 2c?  Or is there something else I should be doing?  How do I know it's low enough?

BTW, I can usually do the tk.236b now, though I haven't tried putting it as part of a combo.  I've reached my pad skills with my stick, but I still can't seem to get that airdash in there (though I haven't been trying as much as simply to get in the rest of the combo).  I also just realized that I'm supposed to let the j.b's hit twice, while I've been letting them only hit once.  That's gonna get my timing mixed up a bit... I'll learn that sooner or later.  At this point I'm not sure if I should continue learning this one combo until I can do it perfect exactly like in the combo video (I can do it perfectly minus the second j.b hits and the airdash), or start learning the corner BNB.
: Re: C/H-Akiha Combos
: Benny1 September 23, 2009, 04:24:27 AM
Akiha's basic combos are harder than most characters, it'll take you a bit to get her bnb down in its fullest.  When you learn how to hitconfirm 2AA into 6C instead of 2B though, it really does improve your game.  Anyways, yeah, tk.2C is literally just 8 and then on the first cancellable frame, hit 2C.  Or well, try to.

When is it low enough?  When you can combo off of it.
: Re: C/H-Akiha Combos
: Belegorm September 23, 2009, 05:51:56 AM
Akiha's basic combos are harder than most characters, it'll take you a bit to get her bnb down in its fullest.  When you learn how to hitconfirm 2AA into 6C instead of 2B though, it really does improve your game.  Anyways, yeah, tk.2C is literally just 8 and then on the first cancellable frame, hit 2C.  Or well, try to.

When is it low enough?  When you can combo off of it.

Actually, I start the combo with 2a.  I'm guessing Psylocke had it start as 2a and not 2aa because maybe that'd make you move too far away from the opponent.  Currently, I'm working on getting those second j.b hits in the air, key seems to bringing out the j.c quickly.  I'm noticing Frank the Tank has a last j.c after the airdash, but even he says it's difficult.  After that, I'll work on the airdash, then putting in a tk.ribbon.

I was going to ask if there's any real difference in Psylocke's version of the ground portion, and Frank the Tank's version, but then I noticed they had the same hits, same button, just different order.  Considering how ingrained Psylocke's version is in my head now (can do it with my eyes closed; actually can do the entire combo minus the tk.ribbon, the second j.b hits, the airdash, and that final c hit after the airdash), anyway, I'll be sticking with Psylocke's version.

BTW, judging from that Benny1 mentioned, should I perhaps try starting it with 2aa?  As in 2aa6c4c5c2c etc.?

Also, if Akiha's BNB's are harder than most (which is what I heard), what would be an example of a character with easy BNB?  I used to play a little Tohno Shiki, but I never tried combos with him and I've never really tried any other character (not that I'd ever switch from Akiha at this point; Yukinose's Akiha combo movie was what got me into MB, combining my interest in the long combos and that my favorite Tsukihime character is Akiha).
: Re: C/H-Akiha Combos
: Benny1 September 23, 2009, 01:05:34 PM
C-V.Sion has 3C launcher bnbs which are essentially 2ABC 5C 3C j.BC dj.BC ad.C, those aren't her very best, but they're close enough that you can run that.

H-Tohno is probably one of the easiest characters to play, and he's good, so if you need somebody easy to learn comboing in melty with, try him for a bit, then try harder characters.
: Re: C/H-Akiha Combos
: Belegorm September 24, 2009, 07:49:35 AM
Still working on that dang combo.  I realized that I also was missing the second 4c hit, so I can usually do that now (practiced a bit of that) and can almost always do the second j.b dj.b hits.

The things I can't do are tk.236b and airdashes with split-second timing.  I probably could get the tk down if I worked at it for awhile (well, maybe), but currently double-tapping the stick right or left is my weakness; still haven't completely adjusted to using the stick.  With time I'm sure I'll get more used to it; just need to keep practicing, both that and other stuff.
: Re: C/H-Akiha Combos
: Benny1 October 07, 2009, 01:52:07 PM
Added C-Akiha hype combo.  I also modified the H-Akiha combo section a little.  I need more ideas though, help me if you know better combos than those posted.
: Re: C/H-Akiha Combos
: Belegorm December 07, 2009, 09:03:33 PM
I'm currently working on learning 2AA 6C 4C 2B 2C 5C 5C 2C BE5B 4C 63214A

Can anyone post a link to a vid of it?  I keep on having trouble getting in the 2C after the second 5C; generally she's over Akiha's head by the point I throw in the 2C.

If it weren't for that, I think I could learn the whole thing in no time; though getting the second 5C is hard as well (though not as hard as getting a sweep to connect when they're over your head; I've tried putting it in quickly, am I supposed to wait till she's lower, and she won't tech?).

Edit: Also, is BE5B 5b charged, or is it 5b charged followed by the second 5b? (I think another way of putting it is [5b ]b, may be wrong).  I tried doing just the first 5b, but can't get 4C in at all, so I'm assuming it's both hits, then 4C unless someone tells me otherwise (though with the other, more major problem I can't do the whole darn combo at all).
: Re: C/H-Akiha Combos
: Press December 07, 2009, 09:57:47 PM
If it weren't for that, I think I could learn the whole thing in no time; though getting the second 5C is hard as well (though not as hard as getting a sweep to connect when they're over your head; I've tried putting it in quickly, am I supposed to wait till she's lower, and she won't tech?).

You gotta delay the first 5C slightly then delay your second 5C slightly once again. This puts them in the right position for the second 2C to hit.

Edit: Also, is BE5B 5b charged, or is it 5b charged followed by the second 5b? (I think another way of putting it is [5b ]b, may be wrong).  I tried doing just the first 5b, but can't get 4C in at all, so I'm assuming it's both hits, then 4C unless someone tells me otherwise (though with the other, more major problem I can't do the whole darn combo at all).

Just 5B charged (5{B}). No need for the second 5B. I actually don't see how 4C doesn't work. As long as you do the charged 5B, you can just input 4C and it automatically comes out as soon as 5{B} is done.

Edit: Found a video compressor lol
http://www.youtube.com/watch?v=2Hqy1azIzD8
: Re: C/H-Akiha Combos
: Ryd December 07, 2009, 10:09:12 PM
http://www.youtube.com/watch?v=HHyt74a7QLc

3:14 has the bnb with an overhead starter, but Yukinose does a single rep of the old whiff loop before the BE5B 4C throw.

BE5B -> 4C drops if you're a bit slow in going for 4C.  I don't think it's going to work at all if you're just testing that particular portion of the combo, as you need them to be falling and caught by 2C for it to work.
: Re: C/H-Akiha Combos
: Belegorm December 07, 2009, 10:38:36 PM
Thanks for the help guys, I've been working on it and will work on it more.  Actually, I think BE5B->4C does work on its own (easier than 2C->BE5B->4C, which I was working on), I think I learn the combo up to that point though (doing the whole thing up to that will probably help).

I'll get back to it, and try again; hopefully soon I'll be able to do better soon that I did this weekend, I need practice.

Edit: darn it, I had a nice post lined up, internet dc'd though and I lost it  :emo:

I'll cut to the chase: I've been working on it, got it right a few times, don't know the exact timing of it but I'll eventually get it.

Press, the vid you posted is a slightly different combo than the one I've been working on (though for the part I'm having difficulty on it's either the same or similar).  Which combo is easier to do?
: Re: C/H-Akiha Combos
: Ryd December 08, 2009, 03:12:06 PM
It's easier to forego the 2A (whiff) 2A 2C extension, but it costs you some damage/meter.
: Re: C/H-Akiha Combos
: Press December 08, 2009, 04:56:33 PM
Press, the vid you posted is a slightly different combo than the one I've been working on (though for the part I'm having difficulty on it's either the same or similar).  Which combo is easier to do?

Doesn't matter which one you do honestly. Really they're both the same combo, just that yours has an extra 2B in it. I can only assume that extra 2B simply adds more damage so it really doesn't matter as the problem you're having is still there.
: Re: C/H-Akiha Combos
: Kobayashi December 09, 2009, 06:14:43 AM
2AAA 6C 4C 5B 2B 2C 5C 5C 2C 236C 4C [2C 5BB 2A (whiff)] x 8 2C 5BB 63214A
C-Akiha gets a ridiculous meter combo as well.  This works only on standing opponents.  I need to adjust it for crouchers, because 5B trips crouchers.

Who's the easiest combo dummy to practice this on?  V.Sion techs way high before I can connect the second [2C 5BB 2A whiff] series.   :(

And how many hits do I want on the 4C right before the loop series?  I would guess one hit, to keep the opponent low enough for the second series to connect.
: Re: C/H-Akiha Combos
: Press December 09, 2009, 08:39:03 AM
2AAA 6C 4C 5B 2B 2C 5C 5C 2C 236C 4C [2C 5BB 2A (whiff)] x 8 2C 5BB 63214A
C-Akiha gets a ridiculous meter combo as well.  This works only on standing opponents.  I need to adjust it for crouchers, because 5B trips crouchers.

Who's the easiest combo dummy to practice this on?  V.Sion techs way high before I can connect the second [2C 5BB 2A whiff] series.   :(

And how many hits do I want on the 4C right before the loop series?  I would guess one hit, to keep the opponent low enough for the second series to connect.
You have to delay the first 5C silghtly, then delay your second 5C abit again. Same problem as Belegorm.

Honestly, don't bother with that combo. In the time you take to practice that combo, you might as well learn her main corner combo. You get slightly less damage, but it's also like 10x easier to pull consistantly.
: Re: C/H-Akiha Combos
: Benny1 December 09, 2009, 09:48:41 AM
Yeah honestly, that combo is essentially there as a joke, I should probably take it off or something, because it is not remotely practical.  C-V.Akiha has something like it that's more practical, I think, but this really isn't.

It'll probably be easiest on V.Sion, or characters around her height.  V.Sion has a really nice hitbox overall in this game though.
: Re: C/H-Akiha Combos
: Kobayashi December 09, 2009, 12:49:56 PM
You have to delay the first 5C silghtly, then delay your second 5C abit again. Same problem as Belegorm.

Honestly, don't bother with that combo. In the time you take to practice that combo, you might as well learn her main corner combo. You get slightly less damage, but it's also like 10x easier to pull consistantly.

I can get the 5C 5C just fine.  My problem was hitting the 2C after the first 5BB 2A whiff.  It's okay, though, I figured it out.  You have to charge the first few 5B's a little bit to let them fall after the 2C.  Then speed up later into the combo.
: Re: C/H-Akiha Combos
: Belegorm December 09, 2009, 01:31:01 PM
My main problem is still getting that 2C right after the 5C 5C.  I'm still working on the combo that I believe I originally posted, which doesn't have any 2A whiffs.

I've gotten it right a few times, but not often.
: Re: C/H-Akiha Combos
: Benny1 December 17, 2009, 05:34:57 PM
I will say that 2C 5C 5C 2C is a pretty important combo for C-Akiha, so I'd practice, a lot.  Try it with extra hits before hand for gravity.

H-Akiha ideas are coming to me, I watched a cmv that had a cool extension to her bnb.

2AA 5C 6C 4C 5A 6AA 4C 5C 2C 5A (whiff) 6AA 6C 2C 5A (whiff) 6AA j.BC sdj.C 2C

Alternatively, drop the last 5A (whiff) 6AA and end with 6C 2C and oki it up.

This will not work anywhere near the corner, of course.  Edited first post to reflect some changes I've come up with, plus to reflect H-Akiha combos that don't work on Nero.
: Re: C/H-Akiha Combos
: dakanya February 10, 2010, 10:36:53 AM
I've been updating the C-Akiha wiki and I wrote down some more advanced combos. I use parenthesis to denote whiffs ie (2A) is whiffed 2A... here's my copypasta. After some training mode, I've decided that it's impossible or at least stupidly difficult to squeeze in (2A) 2A 2C after the advanced wallslams like I could in MBAC (see: http://www.youtube.com/watch?v=KPJszkaBKHM)

Aerial Counterhit Combos

2C BEB 4C aerial~ is the ideal follow up if you can catch them with a 2C. For aerial, use whatever you can manage into airdash airthrow. You will need to improvise based on distance which may even include forgoing BEB.

If you are too far and/or don't have enough time for a 2C, use 2A 5BB aerial~ or hit them with a j.C on the way down before they hit the floor and rejump to continue into an air combo.

Midscreen Combos

2AA or j.2C 6C 4C 5C 2C 5BB tk.BE236B land j.BC sdj.BC ad.C Airthrow
6C 4C 5C are all interchangeable and may need to be omitted depending on range.
It's easiest to combo into 6C or 4C as they are both faster than 5C. (j.2C 5C doesn't work)
Add a slight delay after 2C to make the follow up easier.

2AA or j.2C 6C 4C 5C 2C 623B
Sacrifices damage for okizeme since the position gained after an air throw is variable and can be rather far. Delay the 623B slightly. You may insert a 2B between 5C and 2C if you don't like delaying.
For okizeme, you can superjump at them and do a meaty or a mixup. If you happen to land them in the corner with this combo, you may set up an EX Flamepit for superior okizeme.

Corner Combos

2AA or j.2C 6C 4C 2B 2C 5C 5C 2C BE5B 4C 63214A
Standard corner combo with an emphasis on okizeme.

2AA or j.2C 6C 4C 2B 2C 5C 5C 2C (2A) 2A 2C BE5B 4C 63214A
Advanced corner combo, use less delay to juggle them higher.
The whiffed 2A must completely recover as well so you can use 2C again.

2AA or j.2C 6C 4C 2B 2C 5C 2C (2A) 6C 2C BE5B 4C 63214A
An even more advanced corner combo, use more delay here.
Probably doesn't work on everyone and will require more precision.

2AA or j.2C 4C 5C 2C 6C 2C (2A) 6C 2C BE5B 4C 63214A
Yet another advanced corner combo, does roughly the same damage as the one listed before this one.

2AA or j.2C 6C 4C 5B 5C 5C 2C (2A) 2A 2C BE5B 4C 63214A
Confirm on crouchers only, slightly delay the 5C after 5B.
By using 5B to trip instead of 2C, we get more damage here.

: Re: C/H-Akiha Combos
: Ryd February 10, 2010, 01:33:53 PM
2AA or j.2C 6C 4C 2B 5C  2C (2A) 6C 2C BE5B 4C 63214A
(corner combo #3)
The 2B should have 2C following it, no?  Otherwise, I don't see that one working.
: Re: C/H-Akiha Combos
: dakanya February 10, 2010, 01:56:32 PM
thanks for catching my typos
: Re: C/H-Akiha Combos
: Nandeyanen February 11, 2010, 05:45:44 PM
So, while practicing H-Akiha, I was practicing this corner combo:

2a 5c 6c 4c 5a6aa 4c 5c 2c BE5b 6c j.c j.2c j.236c

and managed to set it up so that there was enough space to cross up after the meaty web (not sure if it was that exact combo that allowed for it though, as I can't seem to get it again). So, now I'm trying to figure out how to get enough space to set up a cross up with a meaty web, and I can't seem to do it consistently. Most of the time, they fall through me, and into the corner after a j.2c and I can't set up any cross up. Anyone know what the timing should be, or what combo would work best?

Edit: Okay, I think I can do it consistently off of 2a 5c 6c 4c 5a6aa 4c 2c 5c 6c j.c j.2c j.236c -> sj.c
: Re: C/H-Akiha Combos
: YubelPhoenix February 12, 2010, 06:06:45 PM
Haven't used Akiha since MBAC and React, but I'm liking what the did to her in MBAA
: Re: C/H-Akiha Combos
: dakanya February 12, 2010, 06:51:46 PM
Kind of off-topic but I hate how they nerfed her Arc Drive. It still grabs in Blood Heat but that's in Blood Heat which not only doesn't happen that often but because the Blood Heat version has so many hits, it gives them 200% circuit thanks to the new system-wide mechanic of exponentially increasing the meter you get per hit when taking damage after ~30 hits. The Arc Drive gave Akiha such an awesome tick throw game on top of her high/low and has such a sexy animation :(

I also don't like the new hitstop in MBAA but it's alright, I'm getting used to it and j.2C 6C is easy now.
: Re: C/H-Akiha Combos
: YubelPhoenix March 25, 2010, 06:05:19 AM
I've been working on some H-Akiha combos. there a bit flashy and decent amount of damage. Dont know if they've been brought up already but i'll put em up anyways.
1. Heat Combo: 6C 5C 4C 5A 6AA BE5B 41236 C (Timing is crucial for which version of 41236 C you get) 2600 damage to V-sion
2.   6C 5C 4C 5A 6AA BE5B j.A  j.C  j.A j.2A and finally EX 22C
: Re: C/H-Akiha Combos
: Zero March 25, 2010, 01:18:44 PM
1. Heat Combo: 6C 5C 4C 5A 6AA BE5B 41236 C (Timing is crucial for which version of 41236 C you get) 2600 damage to V-sion

You could do 2A 2A 6C 5C 4C 5A 6AA 4C 5C 2C 623B 41236C instead for about 4k damage. Just delay 623B after 2C depending on character and it should combo into the grab if you cancel 623B on second hit.

2.   6C 5C 4C 5A 6AA BE5B j.A  j.C  j.A j.2A after j.2A while falling do 22C while falling. If IAD you should be able to get additional hits. 3000+ damage to V-sion

What?  ???
: Re: C/H-Akiha Combos
: Zieg July 20, 2010, 04:32:24 PM
What the heck is this garbage?
H-Akiha should be doing (2AA) 5C 6C 4C 5A 6AA (recover) 4C 5C 2C 5A (whiff) 6AA (recover) 2C BE5B 4C > Air Combo/Ender vs. NOT Nero.

Time for some cool sh*t: (Please test on other characters too)
H-Akiha in the corner: (2AA) 5C 6C 4C 5A 6AA (recover) 5A 5C 2C 2A (whiff) 2A 5C 2C BE5B 4C > Air Combo/Ender

EDIT: Please correct any typos/mistakes if I made any. Apparently, it's better to just BE5B 4C than using the 5BB follow-up--if you can.
: Re: C/H-Akiha Combos
: YubelPhoenix July 20, 2010, 06:07:25 PM
Good Combos ;D Decent damage too
: Re: C/H-Akiha Combos
: Zieg August 20, 2010, 12:37:03 AM
Time for some cool sh*t: (Please test on other characters too)
H-Akiha in the corner: (2AA) 5C 6C 4C 5A 6AA (recover) 5A 5C 2C 2A (whiff) 2A 5C 2C BE5B 4C > Air Combo/Ender
  • Just use this; you only need this one.
A little more advanced but good for meter I guess:
H-Akiha in the corner: (2AA) 5C 6C 4C 5A 6AA (recover) 5A1 5C 2C 2A (whiff) 5A1 5C 2C 2A (whiff) 2A/5A2 4C(1) 2C BE5BB > Air Combo/Ender

May not work on some characters; I'm too lazy to test sh*t.

EDIT: Please correct any typos/mistakes if I made any.
: Re: C/H-Akiha Combos
: Benny1 August 20, 2010, 06:20:52 AM
What the heck is this garbage?
H-Akiha should be doing (2AA) 5C 6C 4C 5A 6AA (recover) 4C 5C 2C 5A (whiff) 6AA (recover) 2C BE5B 4C > Air Combo/Ender vs. NOT Nero.
  • On Nero1, you should just stick to your simple, basic (2AA) 5C 6C 4C 5A 6AA (recover) 4C 2C BE5BB > Air Combo/Ender
  • 1: But if you really want to: (2AA) 5C 6C 4C 5A 6AA (recover) 2A2 5C 2C 5A (whiff) 6AA (recover) 2C BE5B 4C > Air Combo/Ender
  • 2: You may opt to use 2B instead of 2A--if you feel like you need to.

Time for some cool sh*t: (Please test on other characters too)
H-Akiha in the corner: (2AA) 5C 6C 4C 5A 6AA (recover) 5A 5C 2C 2A (whiff) 2A 5C 2C BE5B 4C > Air Combo/Ender
  • Just use this; you only need this one.

EDIT: Please correct any typos/mistakes if I made any. Apparently, it's better to just BE5B 4C than using the 5BB follow-up--if you can.

Have you done damage testing on that corner combo?  I'm always dubious about double 5C combos, as 5C has a huge amount of proration on it.  Also, the reason I don't have corner whiff combos listed is because they're mad difficult to do sometimes.  They're much easier on say V.Sion that a lot of other characters, so I was dubious to put them up.  The midscreen thing is weird though, no idea why I don't have 2C BE5B 4C at all.  I would think I would do that...
: Re: C/H-Akiha Combos
: Zieg August 20, 2010, 12:08:49 PM
Have you done damage testing on that corner combo?
Decent I guess; like 5k+ on VSion.

They're much easier on say V.Sion that a lot of other characters
That's why we have combo specialists for the character specific stuff. ;D
: Re: C/H-Akiha Combos
: ehrik August 20, 2010, 12:23:23 PM
do them on sion, vsion has low def
: Re: C/H-Akiha Combos
: Zieg August 24, 2010, 04:57:09 AM
do them on sion, vsion has low def
4.8k for the corner combo Benny1 quoted.

C-Akiha

Midscreen:
2AA 5C 6C 4C 2C 5BB tk.BE236B land j.BC sdj.BC ad.C Airthrow
Delay before 5BB as always.
Don't you get like 40 more damage if you do j.BC airdash j.C sdj.BC Airthrow?
To add to that, isn't it better to do 2AA 6C 4C 5C?

Speaking of which, I was watching a video of C-Akiha vs. C-Sion and notice some odd combo the Akiha pulled off in the corner:
IIRC, it was something like 2AA 5C 4C 2C 6C (recover) 2C 2A (whiff) 2A 2C 5A (whiff) 2A 2C...
Unfortunately, my neighborhood was hit with a large-scale power outage in the middle of the video; I wasn't able to find it again because I found it while clicking randomly. Anyone know what the full combo is supposed to be?
: Re: C/H-Akiha Combos
: Benny1 August 24, 2010, 06:38:23 PM
do them on sion, vsion has low def
4.8k for the corner combo Benny1 quoted.

C-Akiha

Midscreen:
2AA 5C 6C 4C 2C 5BB tk.BE236B land j.BC sdj.BC ad.C Airthrow
Delay before 5BB as always.
Don't you get like 40 more damage if you do j.BC airdash j.C sdj.BC Airthrow?
To add to that, isn't it better to do 2AA 6C 4C 5C?

Speaking of which, I was watching a video of C-Akiha vs. C-Sion and notice some odd combo the Akiha pulled off in the corner:
IIRC, it was something like 2AA 5C 4C 2C 6C (recover) 2C 2A (whiff) 2A 2C 5A (whiff) 2A 2C...
Unfortunately, my neighborhood was hit with a large-scale power outage in the middle of the video; I wasn't able to find it again because I found it while clicking randomly. Anyone know what the full combo is supposed to be?

Not sure about the 2AA 6C 4C 5C, I know 2AA 5C is easier, I'll play around.  It's probably better to do 2AA 6C 4C 5C.  Anyways, on the air combos, the reason you do j.BC dj.BC ad.C is because you want the air dash momentum for her airthrow, as it will push you far further if you do that.
: Re: C/H-Akiha Combos
: Zieg August 25, 2010, 12:08:38 AM
Not sure about the 2AA 6C 4C 5C, I know 2AA 5C is easier, I'll play around.  It's probably better to do 2AA 6C 4C 5C.  Anyways, on the air combos, the reason you do j.BC dj.BC ad.C is because you want the air dash momentum for her airthrow, as it will push you far further if you do that.
You also get momentum from the super jump; it's pretty much the same thing isn't it?
: Re: C/H-Akiha Combos
: Benny1 August 25, 2010, 08:19:06 AM
I'm pretty sure you get more from the airdash than from a super double jump.
: Re: C/H-Akiha Combos
: Press August 25, 2010, 08:56:02 AM
I'm pretty sure you get more from the airdash than from a super double jump.

Yes you do, much much more. A super double jump doesn't actually give you much more momentum than a regular double jump.

Also, not very many Akiha players that I've seen or play against use the tk.236b combo mid screen anymore. They've all either swapped to the 623b ender (if far enough away from corner) or the 5c 6c 4c 5bb 2c (2a wiff 2a 2c if you're brave) 5{b} 4c 63214a combo OR if close enough to the corner, the 2c 5c IAD j.c land j.bc j.b j.c/j.2c combo. I personally don't even bother with the tk.236b combo anymore since it doesn't really add all that much more damage for the extra effort.

Also, a C-Akiha corner combo I'm seen quite alot of recently and happens to be the one I've been running for like the longest time is:
tkj.2c 6c 4c 5b 2b 2c 5c 5c 2c 2a(wiff) 2a 2c (if you have flame pit then 22c slight delay 2c) 5{b} 4c 63214a -> ender of choice

Or if not the tkj.2c then just the simple 2c 5c 5c 2c 2a(wiff) 2a 2c 5{b} 4c 63214a

Dunno if that's the combo of choice now, but it's pretty easy to do and I personally don't think the other wacky long combos don't really do all that much more damage (like 500 at max) to be worth the increased chance of dropping it.
: Re: C/H-Akiha Combos
: Ryd August 25, 2010, 09:40:59 AM
Also, a C-Akiha corner combo I'm seen quite alot of recently and happens to be the one I've been running for like the longest time is:
tkj.2c 6c 4c 5b 2b 2c 5c 5c 2c 2a(wiff) 2a 2c (if you have flame pit then 22c slight delay 2c) 5{b} 4c 63214a -> ender of choice

Or if not the tkj.2c then just the simple 2c 5c 5c 2c 2a(wiff) 2a 2c 5{b} 4c 63214a

Dunno if that's the combo of choice now, but it's pretty easy to do and I personally don't think the other wacky long combos don't really do all that much more damage (like 500 at max) to be worth the increased chance of dropping it.

That general combo is one of the first ones posted in this topic almost a year ago:

2AA 6C 4C (2B) 2C 5C (recover) 5C 2C 2A (whiff) 5A 2C BE5B 4C 63214A
Pretty fun combo, not too hard to do.

2B usage depends on spacing.  The 5B you have in yours isn't likely to work to your benefit off a j.2C starter, since they were probably crouching if they got hit by that, which means 5B will knock down and screw everything up.  

Long whiff loops aren't really worth the effort in AA.
: Re: C/H-Akiha Combos
: Zieg August 26, 2010, 01:48:51 AM
What is C-Akiha's preferred combo follow-up after a tkj.2C connects midscreen?
: Re: C/H-Akiha Combos
: dakanya August 26, 2010, 07:49:46 AM
j.2C 6C blah blah
: Re: C/H-Akiha Combos
: Press August 26, 2010, 07:55:55 AM
j.2C 6C blah blah

Pretty much this. Except 4c if you think you're too far or want an easier link
: Re: C/H-Akiha Combos
: Funky-kun January 07, 2011, 06:13:25 AM
Interesting corner H-Akiha crossup in this (http://www.nicovideo.jp/watch/sm13228144) video. After the wallslam in a corner combo doing jC j2C airdodge cancel puts Akiha in the corner. jC dj jC j2C airdodge is doable for some more damage but delays are necessary because otherwise Akiha crosses up in the air and j2C kicks them out of the corner.

In the video the player goes for a 2c2a loop before the setup. However I am not comfortable with the loop so here is the sample combo I tested:

2a5c6c4c5a6aa 4c6c delay a bit 5c jC j2C airdodge

Sacrifices around 700 damage for the setup on Vsion. Skip the delay to fake the crossup.
: Re: C/H-Akiha Combos
: Funky-kun March 12, 2011, 05:51:22 PM
OK, free time means Melty testing! Sorry for crappy video.  :emo:


First off, fuzzy guard (http://www.youtube.com/watch?v=y4So7Sm5dN0)! For it to work you must dash after knockdown and jump up, receiving the momentum from the dash. Do deep jC jump forward jC. Yay!

Here's the hitconfirm for the fuzzy (http://www.youtube.com/watch?v=OZl9dC3YR08):
deep jC jump forward jC delay jB land 2a ...



Next up, some development on the corner crossup setup. This is the optimal setup for it (http://www.youtube.com/watch?v=RTyO1sZClIo), should work on everyone:
5a5c6c4c5a6aa 6c2c5c jump (wait for Akiha to get on top of them) jC j2C airdodge jump up

The delay is character specific, some don't need it. You jump upward after the airdodge to delay her landing to trick the opponent.



Off the jump up, these are her options:

Crossup jC (http://www.youtube.com/watch?v=jRCztuWxh_0)

Crossup jC whiff 2a (http://www.youtube.com/watch?v=ups6_gM92Cc)

Blocked crossup jC 2a (http://www.youtube.com/watch?v=BhLmicaMEDo) or go into fuzzy.

Blocked crossup jC airdash jC (http://www.youtube.com/watch?v=DZWr3nEQzdE)

Blocked crossup jC airdash jB whiff 2a (http://www.youtube.com/watch?v=PlRXzMevDXw)

Airbackdash jC (http://www.youtube.com/watch?v=Nc9_3_Ecchs)

Airbackdash jC whiff 2a (http://www.youtube.com/watch?v=kPNm9y-nCCo)

Pit shenanigans! (http://www.youtube.com/watch?v=0O7z_06_B64)



Or you can jump towards midscreen and have these options:

Airbackdash jC, if it connects hitconfirm is EZ mode, if not, fuzzy guard time.

Airbackdash jC blocked crossup 2a (http://www.youtube.com/watch?v=aQ-fLaJcUvE)

Airbackdash jC blocked no crossup 2a (http://www.youtube.com/watch?v=4HwURG_OhGI)

Crossup or no crossup in this situation depends on the height and timing of the airbackdash.



All the options hitconfirm into juicy combos!



Also, best midscreen combo to use is the following (http://www.youtube.com/watch?v=355r1O8GMv0), courtsey of Zieg:
2a5c6c4c5a6aa wait for attacks to recover 2b5c2c 5a (whiff) 6aa 2cBE5bb jBjC jCj2C

And afterwards your okizeme meaty options are:

j236b (http://www.youtube.com/watch?v=scDi6s5qhzE)

airdodge cancel j22a into jC whiff 2a (http://www.youtube.com/watch?v=ans7FbtJg_A) or jC hit (http://www.youtube.com/watch?v=l_nH-VjWAVI).



And last, something I haven't seen since the MBAC days, a blockstring can be cancelled into 623b whiff Arc Drive (http://www.youtube.com/watch?v=WY6HWb7LB8s). Yummy!



That's it, some good stuff, and I haven't seen most of it used. Once Akiha gets in she can be very deadly with  all these options.  :teach:
: Re: C/H-Akiha Combos
: Tonberry March 13, 2011, 12:11:54 AM
First off, fuzzy guard (http://www.youtube.com/watch?v=y4So7Sm5dN0)! For it to work you must dash after knockdown and jump up, receiving the momentum from the dash. Do deep jC jump forward jC. Yay!

Here's the hitconfirm for the fuzzy (http://www.youtube.com/watch?v=OZl9dC3YR08):
deep jC jump forward jC delay jB land 2a ...

The delay jb doesn't combo on a crouching opponent.

Off the jump up, these are her options:

Crossup jC (http://www.youtube.com/watch?v=jRCztuWxh_0)

Crossup jC whiff 2a (http://www.youtube.com/watch?v=ups6_gM92Cc)

Blocked crossup jC 2a (http://www.youtube.com/watch?v=BhLmicaMEDo) or go into fuzzy.

Blocked crossup jC airdash jC (http://www.youtube.com/watch?v=DZWr3nEQzdE)

Blocked crossup jC airdash jB whiff 2a (http://www.youtube.com/watch?v=PlRXzMevDXw)

Airbackdash jC (http://www.youtube.com/watch?v=Nc9_3_Ecchs)

Airbackdash jC whiff 2a (http://www.youtube.com/watch?v=kPNm9y-nCCo)

Pit shenanigans! (http://www.youtube.com/watch?v=0O7z_06_B64)

Airbackdash jC blocked crossup 2a (http://www.youtube.com/watch?v=aQ-fLaJcUvE)

Airbackdash jC blocked no crossup 2a (http://www.youtube.com/watch?v=4HwURG_OhGI)

These kind of mixups(air normal hit/whiff land 2a) are fairly weak for most characters in the cast because you can just hold back until they're too low for an air normal to hit then hold down back.  Some of the faster characters like Vakiha can make it work more often but with Akiha it's not going to very often.  Crossup jc airdash jc is the most commonly incorrectly blocked mixup you listed here but the problem with it is that really isn't another option after crossup jc that's hard to block for you to vary with airdash jc so once people get used to seeing that they're going to block it more often.

Some of H-Akiha's stronger mixups are

- midscreen throw into dash j7 low j2c.  The j2c will always make the opponent's character sprite block in the other direction but depending on how you time it you are either going to land in front or behind your opponent.

- crossup jc/j2c j22a dodge for ambiguous left/right mixup if you time the dodge correctly.  Jumping after the pit will make the pit push them under you.  This allows you to do late airdash back jc or land 2a.  Throw in land tk j2c and land throw every once in awhile to mess with their head.  

- 5{b} 2a.  Despite Akiha not having a charge overhead people will still fall for this.

- dash throw/dash tk j2c - Everyone can dash throw but H-Akiha is one of the few characters that can easily blow up OS throw tech with something that's fairly safe and lets her continue pressure.

Also, best midscreen combo to use is the following (http://www.youtube.com/watch?v=355r1O8GMv0), courtsey of Zieg:
2a5c6c4c5a6aa wait for attacks to recover 2b5c2c 5a (whiff) 6aa 2cBE5bb jBjC jCj2C

And afterwards your okizeme meaty options are:

j236b (http://www.youtube.com/watch?v=scDi6s5qhzE)

airdodge cancel j22a into jC whiff 2a (http://www.youtube.com/watch?v=ans7FbtJg_A) or jC hit (http://www.youtube.com/watch?v=l_nH-VjWAVI).

imo, j236b is the best option in the corner after a combo.  Canceling j2c into airdodge costs 50 meter.  It's really not worth that for H-Akiha.  The first set of mixups you posted about force her into the corner when it's better to have a safe meaty in the corner to go into her very strong corner pressure.  It's also usually better to sit on that meter for AD in max or bunker to get out of a tight spot.  
: Re: C/H-Akiha Combos
: Funky-kun March 13, 2011, 02:29:05 PM
The delay jb doesn't combo on a crouching opponent.

Actually, it does combo. (http://www.youtube.com/watch?v=--I-9aiqt_Y)

These kind of mixups(air normal hit/whiff land 2a) are fairly weak for most characters in the cast because you can just hold back until they're too low for an air normal to hit then hold down back.

For the most part, you are correct. Still, if jC is blocked you still have to react to the side on which Akiha is going to land.

- midscreen throw into dash j7 low j2c.

True, awesome little trick. I need to use it fore often!

- 5{b} 2a.  Despite Akiha not having a charge overhead people will still fall for this.

Yeah, I've noticed that too. Strange.  :psyduck:

- dash throw/dash tk j2c

This also works well because I find Akiha's throw range to be humongous.

imo, j236b is the best option in the corner after a combo.

Agreed. I wanted to list the pit setups just because people were trying to make a meaty pit work and I think this is the best way.
: Re: C/H-Akiha Combos
: Tonberry March 13, 2011, 04:57:31 PM
The delay jb doesn't combo on a crouching opponent.

Actually, it does combo. (http://www.youtube.com/watch?v=--I-9aiqt_Y)

I stand corrected.  I'll have to wait until the next time I play to see how effective is though.  Fuzzy guards tend to be difficult to block because it's difficult to distinguish between land 2a and immediate double jump air normal but for the jb to combo you have to delay the double jump jc. 

For the most part, you are correct. Still, if jC is blocked you still have to react to the side on which Akiha is going to land.

This is correct; similar to j2c her jc can create that same style of mixup but you have to hit a specific spot on your opponent to create that illusion, which doesn't appear possible with only an airdash available after j2c airdodge. 
: Re: C/H-Akiha Combos
: Funky-kun March 15, 2011, 11:41:52 AM
After some more fooling in the lab it seems that the crossup can be done without the dodge cancel with appropriate delays. This way you lose ambiguity on landing and end up with them outside of the corner. From there you can go into the j72c stuff or tk22a (safe vs chars with lower stand up) into something with all her air movement options available. Or you can jump upwards and do some freestyle sandroori like stuff. It is true that forced knockdown in the corner is good, but as strong as her corner pressure is, Akiha cannot force any mixups on the opponent in this position. If you want the reset, this setup is the option. One more tool in the arsenal is never bad.
: Re: C/H-Akiha Combos
: Tonberry April 28, 2011, 04:45:57 PM
Pretty good H-Akiha player http://www.youtube.com/watch?v=cUXGrmXyKGs#t=32m54s

He does some interesting mixups.
: Re: C/H-Akiha Combos
: AnFox April 28, 2011, 09:28:18 PM
http://youtu.be/bL8mE9DxcrQ

From the start till about 37mins in, lots of H-akiha mixups
: Re: C/H-Akiha Combos
: BurstOfAnger April 29, 2011, 06:03:33 AM
Interesting use of pits, I must say.
: Re: C/H-Akiha Combos
: honvl January 24, 2012, 11:46:57 AM
How do you do hitconfirm the 2a into 5c combo starter for h-akiha? They sometimes are able to block in between the two moves.