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Author Topic: MBAACC F-VAkiha Thread  (Read 42919 times)

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Offline Funky-kun

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MBAACC F-VAkiha Thread
« on: December 31, 2011, 07:30:50 AM »
And a thread for F moon of our favorite fiery tsundere.

Significant changes:
1) Momiji loop damage was murdered.
2) Removal of anti-A armor makes her j.A and 5A even more godlike than before.
3) 623C and 214C OTG relaunch.

Some numbers:
B Momiji damage 1800 -> 1400, proration 70% -> 42%  :emo:
Pits damage 1000 -> 1300   ;D

Her neutral game is now better because j.A poking is stronger than before and 5A can be better used as an antiair. Her OTG relaunches don't really help her much IMO.


Midscreen combos:
2AA5B5C4C(2) j.ABC dj.BC AT (basic BnB)
2AA5B5C4C(1) tk j.22B airdash j.C land j.BC dj.C AT (advanced damage combo)
2AA5B5C4C(2) 236C 5C3C j.BC dj.C AT (100 meter damage combo)
2AA5B5C4C(2) j.AC dj.C j.236B j.A (whiff) j.BE214B (corner carry)
2AA5B5C4C(2) j.ABC dj.C 236C j.A (whiff) j.BE214A (100 meter corner carry)


Near corner:
2AA5B5C623A j.22A j.C land j.BC dj.BC AT (damage combo in corner)
2AA5B5C623A(1) IAD j.C land j.BC dj.BC AT (damage + corner carry)


Momiji loops:

Starters:
2AA5B2C delay 3C623B
2A5AAA5B5C4C(1)623B (number of hits required for 623B to connect is character specific)
2AA5B5C236C 2C3C (does not work on crouchers; use 4C if too far for 2C to connect)

Enders:
2C623A j.8 delay j.22A j.236A (crossup setup)
2C3C623B 2C delay 4C(1) j.22A j.236A (crossup setup)
2C3C623B 2C3C623B (hard knockdown)

Hard knockdown okizeme:
tk7 j.22B j.214B on landing - safe way to start ground pressure
sj forward j.22A j.236A - safe way to start air pressure, can go into (j.22B j.22C)x N loop for some meter gain


Misc. Combos:
air counterhit land 5C4C(2) j.BC j.BC AT
shield counter 2C3C j.BC dj.BC AT
raw airthrow j.22A land j.BC dj.BC AT (damage)
raw airthrow immediate j.236a/b (knockdown)
6C 623B 2C3C623B (knockdown in corner)
6C dash 2C delay 4C(2)623B -> Momiji loop (fullscreen knockdown)
6C dash 5C4C(2) j.BC dj.BC AT (damage, when in corner omit the dash and link directly into 5c)
623C airdash j.A (whiff) land ...2C3C j.BC dj.BC AT (damage)
(hitconfirms for reversal 623c)...2C623B 2C3C623B (knockdown)




Pressure:

Frame data:
2A        +3
5A        +4
5B        -1
2B        -3
5C        -5
5[C]      +/-0
2C        -4
6C        -4
3C        -4
4C        -16
623A    -7
22B      +3

Corner blockstrings:
//  * denotes stagger
Can reset with dash in 2A/5A, IAD or throw.
On 5B counter link into a second 5B for massive damage.
If opponent uses low shield (or 1A+D OS) use 5B to beat it - although it hits low, it must be shielded high as all 5B's.

2A*5A (x N) reset
2A throw (risky)
2AAA6C (use 2A's to move out of their 2A range, risky)
2AA(A)5C6C (overhead setup, needs dash momentum)
2A~2C (OS against backdash)
2A[7] continue blockstring (OS against H/F shield counter, can punish with 2A/5A if you're fast; any normal can be used)
5A3C214A 4C214B (catches jumpouts, confirm after 3C into aircombo, or continue on block)
5A3C214A reset (risky)
5A3C*623A (catches mashing)
2A tk j.236A -> mixups (directly dash into tk j.236A after groundthrow)
2A*A*5B reset
2A*A*5B*5B*2C*4C(1)623A (if opponents are eager to escape)
2AAA5A (whiff) cancel into 5B*5B (if opponent is looking for whiffs)
2A*A*5B*5C
2A*5B*5C214[A] (pressure reset)
2A*A*5B*5C*4C*623A
2A*A*5B*5C*4C*22B (you have +frames, but are too far away to safely continue blockstrings)

IAD mixups:
IAD j.B/C > 2A (low)
IAD j.B/C > IAD j.C (high, can be 5A'd)
IAD j.AB (double overhead) (does not work on Miyako, WLen)
IAD j.AA (double overhead) (works on Len, WLen, but not Miyako)
IAD j.B/C > IAD j.AB/j.AA (double overhead, airtight, not mashable)
IAD j.B/C j.214A (reset, not mashable)
IAD j.C tk (j.22A j.22B) x N
IAD j.B/C > land throw (risky)
IAD j.B/C > land 6C (risky)

j.236A mixups:
On the way down, in corner:
j.A/B > 2A (low)
j.A/B > IAD j.C (high)
j.C (whiff) > 2A (low)
j.A > j.236A (reset; puffball whiffs, if they block, but will hit them if they try to do anything)
tk.9 j.236A (reset)
j.B > j.214A (reset)
j.A/B > IAD j.AA/AB (double overhead)
j.A/B > land throw (risky)
j.A/B > land 6C (risky)

Fuzzy guard:
deep j.B > j.C j.22A j.A land 2A... (works only on Nero and Wara  :laffo:)


Random info:
Tigerknee j.236A is her pressure reset tool, lets yo go crazy on their head. (has been nerfed since PS2 but it's still good, especially in corner)
Burning meter in the corner doesn't really help with damage. Burning meter before 623B in corner still helps with damage.
I believe a midscreen 623Aa xx pit combo is possible, but I don't have any good results yet. 623A xx pit combos in the Tobari tutorial.
Holding [4] or [6] after j.236C changes the way VAkiha jumps from the puffball. This is great for setting up spacing for charge pillars or going into mixup.
Holding [4] or [6] when the pits hit grounded opponents makes them go towards you / away from you.
If you hit a half moon character in heat with a ground pit in blockstun (e.g. 4C 22B) it still forces a circuit spark.  :psyduck:



Videos:
Video tutorial by Tobari.
Combo examples by me.
Mixup examples by me.


EDIT: Video examples.

EDIT 2: Added damage and proration changes.

EDIT 3: Some more changes.

EDIT 4: Fixed syntax, added frame data, blockstrings and mixups, some other minor changes.
« Last Edit: August 01, 2012, 12:47:06 PM by Funky-kun »
In Soviet Blood, victory 2a's its way to you.

Offline Symm

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Re: MBAACC F-VAkiha Thread
« Reply #1 on: January 04, 2012, 12:06:25 PM »
What should I be doing for mix-up after ending a mid screen combo with jBE236b/a?
Also, could you explain the "(j22b j22c)x n loop"? I'm not sure what it is XD

Thanks.
Akiha Vermilion <3

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #2 on: January 04, 2012, 12:36:45 PM »
Basically the point of ending the combo with charge pillars is to push your opponent into the corner, where her offense is the strongest. I guess you can go for crossup mixups after j236a/b with her airdashes.

What I mean by the loop is this: http://www.youtube.com/watch?v=hxO1fKwUI-g
I just tested and the opponent isn't left in blockstun for the whole time, so he can get hit, which would require you to do j22a in order to hiconfirm, but people are scared of this and will usually just block.
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Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #3 on: January 11, 2012, 05:53:55 AM »
I just noticed that the air movement of j236a/b is changed, you don't jump as high as before. This means if you tigerknee it really close to the ground, jC will whiff. So if going for tk j236a pressure midscreen, you have to cancel it later in order to hit the crossup jC. It also seems it's not as safe as before, because the jC is not coming from above with the same speed.
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Offline Rei

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Re: MBAACC F-VAkiha Thread
« Reply #4 on: January 20, 2012, 08:34:31 AM »
All of you learn this combo
http://www.youtube.com/watch?v=DeGuf6UyA00#t=5m20s

or you're not a REAL F-VAKIHA
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Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #5 on: January 20, 2012, 01:27:23 PM »
God, Tobari's hitconfirms are out of this world.

That combo is pretty hard to set up, you need them at a certain distance from the pit. In PS2 there was an infinite off this starter, but I'm not sure if it's removed from 1.07 or not.

I'm curious why he's doing pits at the end of his blockstrings, you can't confirm off them even if they CH. On the other hand, staggered 623a can be easily converted into damage.

I also noticed something very interesting while watching the set. After some testing it turns out that if you hold 4 or 6 after executing j.236c you influence the direction VAkiha hops. This makes it easier to set up spacing for oki pillars. I don't know how I missed this!

Also, some more misc. combos:

6c xx 5c4c(2) j.bc j.(b)c AT (when you need damage off overhead in corner)
raw airthrow immediate j.236a/b (for hard knockdown from airthrow)
623c airdash cancel late j.22a land j.bc j.bc AT (hitconfirm for reversal 623c)
In Soviet Blood, victory 2a's its way to you.

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #6 on: January 25, 2012, 07:43:48 PM »
Just randomly stumbled upon this:

http://www.nicovideo.jp/watch/sm16791333

Very extensive F-VAkiha video tutorial, including all relevant combos (623a pit fullscreen combos!!!), OTGs and some crazy showoff combos at the end. All you really need to know for her is in this video. Even better if you read moonrunes.

Can someone translate the notes on the tigerknee pit combos (228 pit and 623a 229 pit)? Also, is the creator of the video Tobari?
In Soviet Blood, victory 2a's its way to you.

Offline f-wlen ice loop

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Re: MBAACC F-VAkiha Thread
« Reply #7 on: January 25, 2012, 08:56:35 PM »
the notes just say that there's a limit to the screen space you're allowed to do it in, which should be self evident just looking at it / practicing it yourself (unless you're referring to another segment)

the vid is by tobari, yes
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Offline LordPangTong

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Re: MBAACC F-VAkiha Thread
« Reply #8 on: January 26, 2012, 05:30:32 AM »
Really good video, holy crap. I got some training mode to do  :fap:
<justzar> great anime <3

Offline Benny1

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Re: MBAACC F-VAkiha Thread
« Reply #9 on: January 26, 2012, 07:21:10 AM »
Just a comment, if you use only one hit of 623A, not two, you actually do more damage with your corner combos.
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Offline ChaseRLewis

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Re: MBAACC F-VAkiha Thread
« Reply #10 on: January 30, 2012, 12:23:38 AM »
I thought I was beast with my combo that did 3 but he actually combo's into charged pillar? wholly fuck. Shit did 6k+ and it seems all you have to do to get the combo is hit a charged pillar which he kinda shows how to do in his matches as he sometimes does a crossup pillar after an EX puffball.

Fuck might go more back to F-VAkiha as I've been tinkering too much with aoko.

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #11 on: February 03, 2012, 07:13:13 PM »
I was in the lab today and have info on frame data, blockstrings and mixups, all in the updated first post.
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Offline Tyu63

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Re: MBAACC F-VAkiha Thread
« Reply #12 on: February 06, 2012, 02:40:49 AM »
Nice thread you have going here.
Just picked up F-Vakiha and I had some questions.

I was wondering if anyone could tell me the mechanics behind her pits.
Exactly what combinations auto ignite them and what not?

Offline Ryd

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Re: MBAACC F-VAkiha Thread
« Reply #13 on: February 06, 2012, 03:41:30 AM »
They auto-ignite if the opponent is in range and in hit/block stun.
:prinny:

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #14 on: March 22, 2012, 02:31:40 PM »
Technology incoming!

First off, random pit facts. The the direction you hold when the pits explode (and hit the opponent) determines whether they pull them towards you or push them away. Useful for the aerial pit loops. Doesn't seem to affect pushback on block.

Second, mixups! Hato has a nice little setup that has the potential to lead into enormous amounts of damage. Examples:

http://www.youtube.com/watch?v=ZgE21WrQW7Y#t=1h18m40s
Sadly, he goes for fancy IH combo and drops it FTL. However, there are easier ways to combo it which I will explore later.

http://www.youtube.com/watch?v=ZgE21WrQW7Y#t=1h19m50s
Here he goes for the fake crossup. This option is limited because you can't get in the corner anymore and the pits aren't used.

So I went in the lab with the above information and this is what I came up with:

http://youtu.be/KiAGX1F52qY (aka WUB WUB DAMAGE TECHNOLOGY)

Info about the mixups and confirms shown in the video:



Setup 1:
Code: [Select]
2AAA5B2C delay 4C(2)623B 2C623A j.8 j.22A j.236A drift out
This is the setup I go for most often when the opponent is in the corner. The following mixup is very hard to react to and gives solid damage. Your options are the following:

Code: [Select]
j.C (whiff) 5B5C623A j.9 j.22A j.C land j.BC dj.BC ATFake overhead into damage combo. You can go into Momiji loop or second mixup instead.

Code: [Select]
airbackdash j.C / j.C (whiff) 5B5C4C(2) j.BC dj.BC ATCrossup overhead or crossup low. Strong option, as crossup destroys DP inputs.

In both hitconfirms you want to omit any A's as they lower the damage. 236C can be used  to increase it even further. There needs to be a slight delay between j.BC and dj.BC in the out-of-corner combos.



Setup 2:
Code: [Select]
2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B
623C must hit once only, after the wallbounce, so you end up in the corner. The A pit might need a slight delay on characters with slow wake up speed to not make it explode early. From this position you have your two airdashes to trick your opponent into his death. From my testing, double airbackdash into j.C / j.C (whiff) 5B is the strongest form. However, the mixup itself is not as good as the first one, as holding back can make them walk away from you and screw up the spacing. You can airdash forward then backward to end up outside, but it's not that ambiguous, and you lose the pits.

Hitconfirm off j.C hit is:
Code: [Select]
j.C land 5B5C...
Hitconfirm off j.C (whiff) is:
Code: [Select]
j.C (whiff) land 5B ... 5B5C...
Combos you can go for from the above hitconfirms: (damage on VSion, unreduced)
Code: [Select]
...214[A] sj.9 j.22B j.22A j.C land 5B5C4C(2)623B (~7600, easiest IMO)
...214[A] sj.9 airdash j.C land 5B5C4C(1)623B 4C(2)623B x2 (~7200, styling)
...j.9 slight delay j.22A j.C land 5B5C4C(2) 2C3C623B x2 (~7900, no delays because of gravity)

You can stick 236C in there for even more damage.

And a better 623C confirm (might be character specific)
Code: [Select]
623c j.22C airdash j.C land 3C j.C dj.BC AT
PS. If you land this you can be a REAL F-VAKIHA!
« Last Edit: March 29, 2012, 06:12:17 PM by Funky-kun »
In Soviet Blood, victory 2a's its way to you.

Offline LordPangTong

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Re: MBAACC F-VAkiha Thread
« Reply #15 on: March 22, 2012, 06:23:48 PM »
holy shi

 :fap: :fap: :fap:

I saw Hato go for this in a few sets, but this takes it a step further! Good shit Funky kun
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Offline Rei

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Re: MBAACC F-VAkiha Thread
« Reply #16 on: March 27, 2012, 04:53:39 PM »
omg that damage fffffffffffffu-
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
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Offline AARP|ZTB

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Re: MBAACC F-VAkiha Thread
« Reply #17 on: March 28, 2012, 10:12:21 PM »
Hey Funky, divorce Vermillion and marry ME! <3

But seriously though, this thread and the info you've provided has been a GINORMOUS help in getting me started. I have a lot on my plate atm but I'm confident that I can become at least halfway decent considering every last bit of data for this chara is conveniently centered in this thread.

Nice work!
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #18 on: March 29, 2012, 06:15:40 PM »
Glad I am of help. =)

I just realized that you can go for the setup from the first rep of Momiji loop, like this:

2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B

Negligible damage gain, but hey, it's free damage.  ;D The timing of 4C should take the opponent's weight into account, as if they're too high 623A will whiff, and if they're too low, the first hit of 623C will hit, ruining the setup. On the bright side, this setup removes the chance of igniting 22A if done too early, because the opponent will be invulnerable from the 3 groundbounces/wallslams.
In Soviet Blood, victory 2a's its way to you.

Offline Achtzehn

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Re: MBAACC F-VAkiha Thread
« Reply #19 on: March 30, 2012, 02:29:34 PM »
Just wanted to say thanks for the info funky. Also just to mention (you kinda mentioned it when you posted it) this combo 623c j.22C airdash j.C land 3C j.C dj.BC AT is definitely character specific. I've been trying to find a combo for the characters it doesn't work on but I'm not having the best of luck (trying to find meterless combos off it since you did just blow 100 meter so blowing another hundred is a little too specific to be too useful, but a combo off 623c in the corner is VERY useful). So far my ideas have been along the lines of 623c BEj214b dash 4c something. I can't quite figure out something to do off the 4c after the otg BEj214b (if you have meter though j214c is guaranteed to work and you can get a real combo off it like 623c j214c dash 623a j22c IAD jc land jbc djbc AT). Maybe you can find something I couldn't, I'll keep playing around with it though (I love parentheses in case you couldn't tell).
« Last Edit: March 30, 2012, 02:32:04 PM by Achtzehn »
I heard LK money matched jimmy, and jimmy had to cut his hair to pay up.

Offline Funky-kun

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Re: MBAACC F-VAkiha Thread
« Reply #20 on: March 30, 2012, 09:20:11 PM »
j.BE214B is a nice idea for fullscreen which I haven't explored before. It seems this is the best you can do from it, but it's character specific: (e.g. doesn't connect on Ryougi)

623C cancel into j.BE214B (it should hit non-OTG) dash j.9 j.BC dj.C AT

I believe the best combo is:

623C airdash j.A (whiff) land - 2C3C j.BC dj.BC AT for damage
                                              - 2C623B 2C3C623B for knockdown

What I've been doing most often: (mostly because its easy, but I should learn  the above combo; knockdown from random DP is good)

623C airdash late j.22A land 3C j.BC dj.C AT

In any case, you should use 623C only as reversal and mostly when you're in the corner, so you shouldn't worry about a corner combo too much. Both of the above work in the corner.
In Soviet Blood, victory 2a's its way to you.

Offline Achtzehn

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Re: MBAACC F-VAkiha Thread
« Reply #21 on: March 30, 2012, 09:47:08 PM »
j.BE214B is a nice idea for fullscreen which I haven't explored before. It seems this is the best you can do from it, but it's character specific: (e.g. doesn't connect on Ryougi)

623C cancel into j.BE214B (it should hit non-OTG) dash j.9 j.BC dj.C AT

I believe the best combo is:

623C airdash j.A (whiff) land - 2C3C j.BC dj.BC AT for damage
                                              - 2C623B 2C3C623B for knockdown

What I've been doing most often: (mostly because its easy, but I should learn  the above combo; knockdown from random DP is good)

623C airdash late j.22A land 3C j.BC dj.C AT

In any case, you should use 623C only as reversal and mostly when you're in the corner, so you shouldn't worry about a corner combo too much. Both of the above work in the corner.
Ah sorry I worded that wrong I guess. When I said 623c combos in the corner I meant as a reversal to get out of the corner haha. But cool, anything that can turn a 623c into more than just a get out of the corner card is nice. I'll keep playing around with stuff, fresh outlooks always help creating new combos and mixups.
I heard LK money matched jimmy, and jimmy had to cut his hair to pay up.

Offline haibara

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Re: MBAACC F-VAkiha Thread
« Reply #22 on: April 05, 2012, 05:26:44 PM »
Is there a imba-character in MBAACC ?
I'm a newbie :D

Offline Omicron Austin

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Re: MBAACC F-VAkiha Thread
« Reply #23 on: April 10, 2012, 02:01:17 AM »
I finally decided to switch from C-VAkiha to F-VAkiha and so far first impressions are good and overall, F feels like a more powerful character.  I guess we'll see.  Anyway, I have a few questions about some things, unfortunately mostly execution based.

1) 2AA5B5C4C(2) j.AC dj.C j.236B j.A (whiff) j.BE214B (corner carry).  I can't for the life of me get this combo, is it character specific?  The j.AC dj.C j.236B is picky enough itself and I'm not positive how to make it consistent on every character, either by the dj.C whiffing or the j.236B whiffing.  I also can't even do the whiffed j.A into pillar once; the version with j.236C I can do easily, so I understand the concept.  I've watched hours of match videos and haven't seen this combo used once, so I imagine maybe it's a really difficult and unreliable combo.

2) 2AA5B5C4C(1) tk j.22B airdash j.C etc.  Just wondering how you guys input your tk for these sorts of combos.  I've been doing 282, although it seems like a tk9 is required depending on spacing sometimes.  It's a little weird for me to cancel the 4C on the first hit for half of these combos, but I assume practice will solve my problems unless any of you have any tips on how to do the many tk 22 motions F-VAkiha seems to have.  Probably the one I have the most trouble with doing consistently is doing a tk 22 motion off of a jump in, such as IAD j.C, as sandwiching a properly timed jump cancel between two 2 directional inputs is a little awkward.

3) tk j.236a right in front of someone seems to whiff in certain situations.  Delaying the input slightly so you're more above them makes it work, but it's annoying and I'm wondering if that's all there is to it.

4) 2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B.  I have no idea how to make this work.  I successfully cancel the 623 after one hit but it doesn't seem to let the 623C hit only once.  What am I missing?  If need be I can record a video of myself attempting the combo.

5) Lastly, just wondering about opinions on this, but are there any matchups against certain characters that either C-VAkiha or F-VAkiha is considered significantly more effective in than the other?  I know some high-level players play multiple moons for this reason, and as an example I remember in one match video I saw, the F-VAkiha player switched to C to play against an F-Kouma.  Also, any comments on how you think the overall playstyle and mindset of a player should change between playing Crescent and Full, if any, would be appreciated.

Thanks for any help.

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Re: MBAACC F-VAkiha Thread
« Reply #24 on: April 10, 2012, 06:25:33 AM »
1) Yeah it's definitely character specific, and somewhat unreliable. I used it before I knew you can change direction on j.236C, but now only go for j.236C combos, as they connect easier, do more damage and can set up the same oki. It depends on their air hitbox and it's very picky about pre- and post-jump spacing. The goal is to get on top of them with the last j.C for it to connect, but that simply won't work on some chars. On others, it's very easy (e.g. Wara). The whiff A into pillars is the same as with j.236C with the difference that non-EX puffballs have greater recovery, so you have to hit the j.A on the first frames after recovery to be able to stick the air pillars before landing.

2) I can get the tk to work correctly only with 227x. However, I use keyboard, so take it with a grain of salt. Spacing-wise, I think you should be fine with directions 7 and 8 most of the time. I haven't found any trick to make tk combos easier, so I rarely go for them in matches, as they are easy to drop. I also find it hard to cancel 4c on the first hit on this combo, as if I input it too fast, the tk doesn't come out. And sometimes the input get screwed from the hitstop. :/ As for using TKs in other situations - from IAD j.C it's very easy to get pit to hit on block, as you can just normally jump and then input 22 really fast. I haven't tried to connect it on hit.

3) If you do one 2A and then TK j.236A, it shouldn't whiff on anyone, even if you do it on the first frame after the jump - and that's really strong for corner lockdown. If you're too far out and need to jump over them for it to work, it's riskier because they have more time to react to it. (It's not so hard to airthrow on reaction actually)

4) Can you do the non-Momiji starter for this setup? If you can, it shouldn't be very difficult to make this work. You need to hit them with 4C while they're up high for only one hit of 623C to hit, and it depends on their hitbox. Also, it can work from 2 hits of 623A just fine. If you're always getting multiple hits on 623c, try a little delay between 623A and 623C. If that doesn't work, just go for the easier setup - you're going to be confirming into massive damage anyway, 200 damage won't matter. xD

5) In my opinion, F is generally more effective than C. You have stronger neutral, deal more damage from randomness, and can still get knockdown at the cost of 100 meter. Puffballs simply destroy antiair attempts. I mainly play H and F, I think C is more of a middle ground between the two. Moon picks from my personal experience:

C-Nero - F
C/H Wara - F
F Len - F
C-Roa - F
C-Ciel - H
C/H Ryougi - H
F-Miyako - H (maybe C is better)

For differences in playstyle, I believe C and F have generally different gameplans. With C you are fishing for a knockdown (Momiji, j.C) to start pressure and you rely on pit pressure in the corner for most of your damage. F has better neutral and get a ton of damage when you want to burn meter, so you can play keepaway more effectively, while still having deadly corner game if you corner them.



If you still have any questions, feel free to post some vids and I'll do my best to help.
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