Changes:
Jump C is now untechable knockdown!Other than that, the same nerf on Momiji Damage as H. (1800 -> 1400)
OTG Relaunches: (j.)22c, 623c, 214c
For those of you that don't know/remember MBAC VAkiha, the goal of Crescent is to slap the bad guys with her jC, and get them in the corner, where she can break down the opponent's defenses with pit fueled pressure. If you have the meter, each combo in the corner should end in EX pit. It drains life and meter, and on activation gives you massive frame advantage. Make the opponent fear this, and use this as your advantage. Midscreen use j.236a and j.236b to control space, and airdash jC on CH to start pressure. Although blessed with godlike mobility, Ms. V dies in two combos from most of the cast, so beware.
Midscreen Combos:2aa5c4c2c5bb j.ab j.a(b)cBasic midscreen BnB. In order to get all hits in, do a slight delay after 2c, and drift towards the opponent after the superjump cancel out of 5bb.
2aa5c4c5bb tk j.236a j.aaab j.bcAdvanced midscreen BnB for more damage and corner carry. It whiffs on some distances where the basic BnB would connect. Depending on the timing of the tigerknee j.236a you can cross them up.
2aa5c2c4c j.abc
Sets up basic midscreen mixup. You can IAD from
j.7 or
j.9 for crossup/no crossup.
2aa5c4c2c(5b)623bIf too far for 5bb to connect. The 5b before 623b juggles them higher for more corner carry. You can go for superjump into crossup/no crossup, or
dash 623c to carry them to corner.
2aa5c4c2c slight delay 623c
- IAD j.a whiff 2c4c623b 4c2c(delay 5bb)623b - j9 4c2c623b 4c2c(delay 5bb)623b - 4c2c623b 4c2c(delay 5bb)623bMidscreen to corner Momiji loops. Use whatever you find most appropriate.
Momiji LoopsThis loop is the core of VAkiha's game. Decent damage, good meter gain, and sets up her okizeme. You also get to drain life and meter if done over a pit. You can pretty much freestyle throughout the combo, just keep in mind that additional hits scale the gravity, and you also have to adjust for some character's floatyness. Depending on the timing, some hits from 623b may whiff.
-4c is the easiest loop relauncher. Requires no particular timing, and the damage loss isn't that bad, so you can use it as a starting point.
-5b2c delay 4c is the best loop relauncher in terms of meter gain and damage. It is gravity sensitive, so avoid it if you have too many hits in.
-Use 2b(1)2c if you catch the opponent with the tip of 2c, and 623b lifts them just before they fall to the ground. Damage is pretty bad, but this is the only way to go through all reps of the loop with screwed up spacing.
- The loops below are what I use regularly, and are a good compromise between execution requirements and reward.
Starter:
2aa5c4c2c(5b)623b
The optimal starter. You can use 5b to juggle them if not near enough to the corner.
- 4c2c623b 4c2c(delay 5bb)623bFull Momiji loop. Best meter gain, best damage. Afterwards you can set up pit with 227 j.22c land tk7 j.236a meaty. The ribbon may not be airtight against characters with fast wakeup. Also, tigerknee pit is kinda hard to do with the new buffer. If you're desperate, you can heat after the loop and continue pressure.
- 4c2c623b 4c2c jump j.22c j.236aEasier setup with meaty for the whole cast. The ribbon's momentum keeps you safe from
most all reversals.
but beware stuff like C-Ciel 236c. If j22c is done low enough, you land from the ribbon by the time the opponent can punish you. The video example has j.22c rather high, so the likes of C-Ciel 236C could punish it.
- 4c2c 2a (whiff) delay 5c 2c
Half Momiji loop. Keeps opponent in corner, but enables crossup.
- 4c2c5bb j.ab j.abc OTG
Depending on the OTG, this ender can gain more meter while dealing the same damage. Sets up tech punish situation. If pushed at the right distance, 236c covers all tech options and keeps momentum in your favor in case of no tech.
- 4c2c623b 4c2c5bb j.aab j.aab airthrowMinimal damage gain. Use only when going for the kill.
Momiji loops when in MAX:
2aa5c4c2c slight delay 623c j.22c 2a2c623b 4c2c(delay 5bb)623bSets up pit and leaves you with tons of +frames.
2aa5c4c2c623b 4c2c623c j.22c 2a2c(delay 5bb)623bThis actually deals more damage.
Misc Combos:Raw airthrow:
-2a2c delay 5b4c j.aab j.ac
-2a2c623b
j.B/j.C air counterhit:
-land 2c delay 4c5bb j.ab j.bc
-land 5c4c2c623b
Overhead Combos:
6c dash 5c4c2c623b 4c2c623b 4c2c(delay 5bb)623bWorks fullscreen, best damage.
6c dash 4c2c623b 4c2c623b 4c2c(delay 5bb)623bFrom about midscreen. Omitting 5c because it will wallslam, removing a rep from the Momiji loop.
6c 623b 4c2c623bIn corner.
Back to corner:
2aa5c4c2c5bb jump 668 j.bcIf you have a pit in the corner and cross them up, this brings them back in the same corner.
Pressure:-Most of her normals can be canceled into each other extremely late, creating deceiving staggers.
-Whiff cancel cancel (?): cancelling the whiff cancel into another normal to keep opponent at bay. (e.g. 2aa5c5b 5a (whiff) cancel into 2c into 623b on hit)
-Tigerknee 8/7 j.236a are godlike in pressure. Keep you safe from heat/reversals, and have enough +frames to resume pressure.
-IAD blockstrings: With her 2 jumps and 2 airdashes, you can go for aerial blockstrings and mixups.
-If you hit them with max range 2c under pit, pit activation can be used to hitconfirm.
-Meter pressure reset is 236c. 236a (3) connects into 236c on hit. If they shield it, you can throw. If they jump, you can go for guard break. If they block, reset pressure.
-In corner, dash 5a6e is good. This gives 5aa on jumping opponent, which you can hitconfirm, 5aa on standing block, or 5a (whiff) throw on crouch block.
-Midscreen, 2a2c beats backdashes.
-In aircombos, always end with jC instead of airthrow, as it keeps the momentum in your favor.
TO DO: Half Momiji loop mixups, optimal OTG.