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Atlas Academy => Melty Blood: Current Code => Akiha Vermillion => : LordPangTong December 30, 2011, 07:02:09 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: MBAACC H-VAkiha thread
: LordPangTong December 30, 2011, 07:02:09 AM
Discuss VAkiha's wonderful half-moon style here. Day 1 impressions of her? She's exactly the same as PS2 with damage nerfs on 5A6AA.

Her OTG relaunches are:
-623C
-22C 

Her midscreen combo should still go like this:
(2AA) 5C 4C 5A 6AA 6C dash 5B 2C 623B 5B 2C 623B 5B 2C 623B

Corner combo may want to omit the 5A6AA because of the nerfed proration, though the damage is relatively the same with/without it. I prefer to drop the 5A6AA in the corner because that allows for less gravity and lets you set up the half-momiji loop if you want.

General note: H/C-VAkiha's main loop combo in the corner, the Momiji loop, has several different reps you can do to link the 623Bs together. It doesn't really matter which rep you're using because the damage doesn't vary much between them. Here are some examples of momiji loop reps:
-4C (easiest rep and requires no specific timing at all. Lowest damage)
-4C 2C (The 2C may drop against certain characters if you do not 4C low enough to the ground. Sloppy timing will omit some hits of the 623B occasionally)
-5B 2C (My favorite rep because it doesn't have reverse beats)
-4C 2C 2A(whiff) 5BB (Advanced momiji rep that will net you the most meter. A little more difficult than the others. Beware of using this rep throughout the entire loop because if there is too much gravity from the amount of hits, your opponent may be able to tech out of the last 623B)
-5B 2C xx 4C (Hardest Momiji rep, no reverse beats and nets a good amount of meter)

Optimal combo off air throw:
Air Throw 2A 5C 2C 5A(whiff) 6AA 6C dash 2C Momiji loop

More to come!
: Re: MBAACC H-VAkiha thread
: Funky-kun December 31, 2011, 04:05:19 PM
Post 6c loop I can't seem to get the corner crossup, so I guess they removed corner backturn crossup from the game? The half momiji is still good for shenanigans though. Going into fullscreen momiji off throw is sweet, literally everything confirms into the loop now.

The loop I'm using is:

starter -> 623b 2c4c 623b 2c4c delay 5bb 623b

Shifting the 5bb to the end to make sure it connects every time for some bonus meter and damage.

H-moon doesn't seem to benefit from the system changes much, getting countered out of jC with 5a sucks.
: Re: MBAACC H-VAkiha thread
: LordPangTong January 01, 2012, 12:54:24 PM
'Backturn' mixups (ie when you combo your opponent's back which made crossups possible in the corner vs some chars) have been removed from MBCC. This hurts VAkiha a little but oh well.

Additional info: 214C otg relaunches, but it still blows. j.236B seems to be faster, but I haven't found a use for it yet.
: Re: MBAACC H-VAkiha thread
: Benny1 January 20, 2012, 12:43:42 PM
I was playing around and found a reasonable alternative to a momiji loop:

2AA 5C 4C 5A 6AA 5A 5C 2C (4C) 623B 4C 2C 5BB j.BC dj.BC AT

Does a bit more damage (200 on v.shi), and isn't as hard as the 5B 2C 4C variation.  Does rebeat a bit though.  A loop that's more like 2AA 5C 4C 5A 6AA 5A 5C 2C (2A) 5A 5C 2C 5BB j.BC dj.BC AT is possible, but it's hard to do.
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos January 20, 2012, 01:04:05 PM
Not sure why you would ever end with something that isn't 623B or a setup unless you seriously needed damage or absolutely HAD to do aircombo (like distant pit confirm). I'm not sure how much airthrow ender damages your knockdown, but I doubt that tiny amount of damage extra is worth ANY amount of oki loss unless you know it's going to kill.
: Re: MBAACC H-VAkiha thread
: Funky-kun January 21, 2012, 12:26:39 PM
Yeah with such solid okizeme options there's no real incentive to do aircombo unless you're going for the kill.

Just found out another nerf: j.22c now hits 5 times instead of 6 and deals less damage. As such, its less +frames when done on the opponent's wakeup.
: Re: MBAACC H-VAkiha thread
: mir January 26, 2012, 09:10:39 PM
The double 6aaa full screen carry seems to work, but I'm having still having issues with ender timings. Though with the stages being so small, not sure why use that, outside of flash.
: Re: MBAACC H-VAkiha thread
: LordPangTong February 16, 2012, 05:31:46 AM
Soo I'm collecting footage of HVAkiha tech (and a few other chars as well), but I'm unsure of whether or  not I should produce a bunch of short vids showing nothing but combos/setups, or if I should just go ahead and make a video tutorial.

I bring this question to the forums; which would you all like to see?
: Re: MBAACC H-VAkiha thread
: The505 February 16, 2012, 06:23:56 AM
I think compiling them into a tutorial or a single video would be more helpful. rather then multiple videos.

Funnykun's video (http://www.youtube.com/watch?v=kaL_h4A-tl8) helped me greatly when i first picked up vakiha.  :toot:
: Re: MBAACC H-VAkiha thread
: LordPangTong February 29, 2012, 07:36:30 AM
Soo, I've been very busy with school lately and have not had the time to create the tutorial yet. May/may not be getting to it soon, but I'm going to upload a couple segments from it separately.

First: Optimal mid-screen gold air throw combo

http://www.youtube.com/watch?v=jiEEQD2y4ec&context=C310adc1ADOEgsToPDskIfuiVGBWdWM_HPoHLKyMkO

Goes like this: air throw 5A 2C (2A) 2A 2C (5A) 6AA 6C dash 2C Momiji loop of choice

Works on all characters except Maids-Hisui lead, Nero, and the Necos. For Necos, go for:

air throw 2A 2C (5A) 6AA 6C dash 2C Momiji loop

Stay tuned!
: Re: MBAACC H-VAkiha thread
: sevalle February 29, 2012, 09:45:05 AM
Nice find! Great to know that H-VAkiha has the capability to go into fullscreen loops from neutral airgrab  :toot:

When I attempt to do that combo, however, the (Nanaya)dummy keeps air-teching right before my 6C hits, can anybody help me on that?
: Re: MBAACC H-VAkiha thread
: Funky-kun February 29, 2012, 09:48:24 AM
Don't cancel the 6AA directly into 6C, delay it a little bit.
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos March 03, 2012, 07:33:43 PM
Can anyone explain the benefits of using TK j.236a for oki, and how to properly set up said oki?
: Re: MBAACC H-VAkiha thread
: Funky-kun March 03, 2012, 09:02:54 PM
The main advantage of tk j.236a as oki is that it allows for a throw setup. After Momiji loop dash in and plant it on top of them, and you can throw them before it goes off for some added damage. However beware, they can poke you and the orb will disappear.

The other situation where you should do it over standard pit oki is against characters that can hit you from jump back 22b. If you just want the meaty, simply set the orb up after the Momiji knockdown and wait for it to hit to safely enter pressure.
: Re: MBAACC H-VAkiha thread
: Symm March 17, 2012, 09:40:55 AM
So is the jump back j.22C oki still strong?
I was watching a couple of Final Round matches and I didn't see LPT use it once.
: Re: MBAACC H-VAkiha thread
: Funky-kun March 17, 2012, 10:38:34 AM
Jump back j.22b is as godlike as before. J.22c has been nerfed, as its less hits now, but still better than j.22b if you want to control your meter or are already in max.

From what I've seen, LPT's playstyle is different than mine, so he rarely goes for it. If you want to force the opponent to block and not have to deal with whatever wakeup options they might have, this is the way to go. If you want to force damage through with mixups, there are more risky options with better return.
: Re: MBAACC H-VAkiha thread
: LordPangTong March 17, 2012, 11:56:41 AM
j.22C is an oki tool  that should only be used during Heat mode (imo) due to Half moon style's dependency on getting to that 200% to regain life. j.22C has less block stun than PS2 due to the loss of the last hit, and timing was already pretty short to do jump back -> j.22C -> land, then mixup. j.22C oki is vulnerable bunkers from any moon style, as well as wakeup bunker and wakeup dodge, in some cases. The reduced amount of time you have to start an air dash mixup is less now, and the risk of getting anti-air 5A's by characters like Nero, Mech, Warc, Koha etc. is much greater.

j.236A/C oki on the other hand is meterless, safer, and harder to see. You get throw/throw whiff mixup, or any high/low or safe jump setup you want. 9 times out of 10 I think it is better to go for the j.236A, but if you are nearing the end of Heat and want the extra damage/harder to see mixup, j.236C works too.
: Re: MBAACC H-VAkiha thread
: Funky-kun March 17, 2012, 01:27:21 PM
If timed correctly, 22c hits meaty, and you have time to land, dash in, IAD and hit them into IAD mixup without them ever exiting blockstun. There is absolutely no way to get 5A'd out of this.

With the same timing, 22b gives you meaty, and you can land, dash in, IAD j.A, which will hit Koha and Mech out of their 5As, so I assume it will hit everyone. If you just dash in 2A, it will hit them before they exit blockstun.

236a/c is a good option for oki, but I can not agree that it is safer. Because you are closer, you can get hit by heat/dp if you go for the throw, and the orb disappears, so they will go unpunished.
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos March 17, 2012, 01:32:43 PM
With tk236a -- to triple check -- you need to hit them meaty yourself, since the flameweb won't, right?
: Re: MBAACC H-VAkiha thread
: Funky-kun March 17, 2012, 02:00:38 PM
Depends how you set it up. If you just do tk236a after the loop, then it will hit meaty (might depend on wakeup speed, but will catch them if they jump in any case). If you dash in tk236a (which enables throw) it will not hit meaty. If they mash 2a they are likely to hit you, but if you block it, the orb will hit them.
: Re: MBAACC H-VAkiha thread
: Symm March 18, 2012, 10:04:16 AM
Thanks for the info, I'll get to the lab with j.236A/C mix-ups and whatnot.
Another question, is there honestly any use for 236A/B/C?
: Re: MBAACC H-VAkiha thread
: Funky-kun March 18, 2012, 12:51:11 PM
236A can serve as pressure reset, but its slow, so use sparingly.

236B actually put you in the air and you can airdash back in, so you can use it after half momiji for ambiguous mixups. Otherwise not much use.

236C is too slow to be useful at all.
: Re: MBAACC H-VAkiha thread
: Achtzehn March 23, 2012, 10:58:24 AM
Who wants a stupid combo to do off raw airthrow midscreen for 100 meter? It's hella easier than LPT's (but his is much better so use that if you can). After you slam the opponent into the ground with her airthrow you can basically use any air options you have remaining. So before you land you could do many things, however I found that this works. Raw AT j.236C land (j.236C hits) 4c 5c 2c (5a) 6aa 6c dash cancel 4c 2c 623b 4c 2c 623b.
You basically cancel the airthrow immediately into j.236C which actually OTGs them, you have to make sure you do 4C just as j.236C activates otherwise they'll float too high for you to do 4C 5C 2C. I'll upload a vid of it later.
: Re: MBAACC H-VAkiha thread
: Schnitzel May 14, 2012, 11:38:21 AM
It's not exactly new or anything, but the most damaging setup (I think?) from 50-65% of screen for Momiji loop is:

j.C 5B 5C 4C 5A6AA 4C 5C 2C 623B 4C 2C 623B 4C 2C 623B  :prinny:
: Re: MBAACC H-VAkiha thread
: LordPangTong May 14, 2012, 12:40:36 PM
It's not exactly new or anything, but the most damaging setup (I think?) from 50-65% of screen for Momiji loop is:

j.C 5B 5C 4C 5A6AA 4C 5C 2C 623B 4C 2C 623B 4C 2C 623B  :prinny:

Doing that is okay but against certain characters, the extra hit messes up the gravity and may cause the last hits of the final 623B to whiff, which kills the entire purpose of doing that combo
: Re: MBAACC H-VAkiha thread
: Schnitzel May 14, 2012, 02:03:36 PM
It's not exactly new or anything, but the most damaging setup (I think?) from 50-65% of screen for Momiji loop is:

j.C 5B 5C 4C 5A6AA 4C 5C 2C 623B 4C 2C 623B 4C 2C 623B  :prinny:

Doing that is okay but against certain characters, the extra hit messes up the gravity and may cause the last hits of the final 623B to whiff, which kills the entire purpose of doing that combo
So should I omit the last 2C and just 4C 5C 2C 623B 4C 2C 623B 4C 623B for those characters?
: Re: MBAACC H-VAkiha thread
: Kyhz March 12, 2013, 04:09:47 AM
I was watching footage from Winter Brawl (props to the people who showed up, and to LivingShadow for recording) and saw LPT use 623C in a momiji loop, followed by air dodge jc (or jc dodge, not 100% of the order) double airdash then go low. I'm kinda puzzled by this setup. Well, it worked for him there, but it seems you get less damage, worse positioning and you have to blow meter compared to completing the momiji loop or going for a normal reset. Or maybe it was just an execution error and I'm reading way too much into this, but it didn't seem like it.

Reference:
http://www.twitch.tv/livingshdw/b/373048489 1:00:25 mark
: Re: MBAACC H-VAkiha thread
: Tonberry March 12, 2013, 10:06:09 AM
I was watching footage from Winter Brawl (props to the people who showed up, and to LivingShadow for recording) and saw LPT use 623C in a momiji loop, followed by air dodge jc (or jc dodge, not 100% of the order) double airdash then go low. I'm kinda puzzled by this setup. Well, it worked for him there, but it seems you get less damage, worse positioning and you have to blow meter compared to completing the momiji loop or going for a normal reset. Or maybe it was just an execution error and I'm reading way too much into this, but it didn't seem like it.

Reference:
http://www.twitch.tv/livingshdw/b/373048489 1:00:25 mark

You can pull them slightly out of the corner with 6c 623c allowing for more mixups.  At 1:02:05 you see him do it again except he goes for crossup that time.  Also where you timestamped, he would have gone into autoheat without much health to restore and potentially have either low meter in next round or no meter to help him escape pressure in that round if he didn't go for that combo. 
: Re: MBAACC H-VAkiha thread
: Kyhz March 13, 2013, 02:45:39 AM
Aha, that makes sense now. Thanks for the explanation.
: Re: MBAACC H-VAkiha thread
: hipikachu March 24, 2013, 09:23:57 PM
So, everyone's all happy with our confirms off of 5B, 5C, 4C etc. But I'm new to her mixup/hitconfirm game in general. Does 2BBB EVER get used? What should my blockstrings look like? What do I reset pressure with? What do I confirm off a random 2C midscreen? Airborne confirms? Please help, knowing the Momiji Loop means jack if the only confirm I know is stuff>5A>6AA>rape.
: Re: MBAACC H-VAkiha thread
: LordPangTong March 25, 2013, 09:47:23 AM
So, everyone's all happy with our confirms off of 5B, 5C, 4C etc. But I'm new to her mixup/hitconfirm game in general. Does 2BBB EVER get used? What should my blockstrings look like? What do I reset pressure with? What do I confirm off a random 2C midscreen? Airborne confirms? Please help, knowing the Momiji Loop means jack if the only confirm I know is stuff>5A>6AA>rape.

@2BBB: No. It's slow as all hell and even if the last hit connects, it leads to nothing more than air combo. (which is butt for HVA) 2B is only really used when you want to beat people that do wakeup 5D or to correct height problems in the momiji loop.

@blockstrings: Half and Crescent moon characters have a lot of room for creativity in their blockstrings thanks to the ability to chain your normals backwards (reverse beating.) VAkiha has lots of normals that move her forward such as 5B, 6A, 5C and long-ranged normals that can keep your opponent from jumping/mashing at long distances like 4C and 2C. Basically, play the staggering normals game until they budge. Once your scare them into respecting your normals, you can start doing pressure resets.

@Pressure resets: If you're at close range, you can reset pressure simply by reverse beating into 2A/5A and then going for an IAD or dash to resume pressure. Ending your blockstring with either jab and then dashing back in will give you all of your normals to begin a new blockstring again. Midscreen, VAkiha can reset pressure vs respecting enemies with BE214B and tk j.22B. Both are pretty slow on startup, but if they are blocked then your reward is large frame advantage. In the corner, you can use 214A to reset pressure as it is neutral on block.

@random 2C confirms: Depends on distance. Most of the time I will jump cancel the 2C and go for an air dash mixup since 2C gives untechable knockdown. If you're expecting the 2C to connect, you can combo into 623B for untechable knockdown + push towards corner. Another route would be 2C 5BB if you're at close range, and then follow up with air combo. To get corner carry, you can do:
->2C 623C 2C 623B 4C 623B
->2C 227C dash 4C 5C 2C 5A(whiff) 6AA 6C dash 2C 623B 4C 623B 4C 623B
Obviously both cost 100 meter but give momiji knockdown in the corner.

@airborne confirms: If you're talking about counter hits, drop to the ground and follow up with 5B 4C j.AC j.AC air throw for an easy bnb. It's possible to momiji loop off air counter hits midscreen too but it's a bit tough. In the corner, you can go straight from aerial counter hit to 2C momiji loop. If you land random air hits that aren't counter hit, for example j.A, you would just want to confirm with something like
->j.AAC dj.AC air throw.

Hope I answered all your questions sufficiently!
: Re: MBAACC H-VAkiha thread
: hipikachu March 25, 2013, 06:04:07 PM
Wow, thanks for the quick reply and the impressive information! Two more questions though if you don't mind:
<1> Why j.AC? I thought j.B did the trick
<2> 227C is TK j.22C, right?
<3> And I often find the 5A of my 5A>6AA string whiffing, how can I remedy that?
: Re: MBAACC H-VAkiha thread
: LordPangTong March 25, 2013, 08:39:57 PM
Wow, thanks for the quick reply and the impressive information! Two more questions though if you don't mind:
<1> Why j.AC? I thought j.B did the trick
<2> 227C is TK j.22C, right?
<3> And I often find the 5A of my 5A>6AA string whiffing, how can I remedy that?

1. j.AB/j.AC are pretty much interchangeable. C does slightly more damage.
2. Yep
3. Input (read: mash) it faster. At some distances confirming into 5A6AA will cause 5A to whiff but the 6AA will still combo. However, there are certain spacings that it will not. In these situations, cut confirms short with 2C 623B.
: Re: MBAACC H-VAkiha thread
: hipikachu March 26, 2013, 08:22:13 AM
1. j.AB/j.AC are pretty much interchangeable. C does slightly more damage.
3. Input (read: mash) it faster. At some distances confirming into 5A6AA will cause 5A to whiff but the 6AA will still combo. However, there are certain spacings that it will not. In these situations, cut confirms short with 2C 623B.
<1> I was actually talking about j.BC>j.BC, like everyone else's BnB. I'm pretty sure that does the most damage.
<3> In what instances can 5A(w)>6AA combo? When the opponent is floating?
: Re: MBAACC H-VAkiha thread
: Sashi March 26, 2013, 09:14:28 AM
j.AAC dj.AC gives more carry and is easier. It does do less damage, though, especially if it's in a counter hit combo from a move with good proration. If it's from a j.C air counter hit or something, I'd do j.BC dj.BC, but otherwise, j.AAC dj.AC. j.B and j.C have really awkward hitboxes. :v

5A(whiff) 6AA combos from near max range 4C on a grounded opponent or (most likely) in the harder air counter hit/shield counter/pit/etc pick up combo (4C 5C 2C 5A6AA).
: Re: MBAACC H-VAkiha thread
: LordPangTong March 27, 2013, 11:37:33 AM
Getting the correct height to do j.BC dj.BC is actually pretty situational. Use j.AC in most situations for consistency.

5A will whiff on grounded opponents when you hit with max range 4C or 5B. Vs airborne opponents, you actually want the 5A to whiff in combos where it is used. (This puts them at the proper height so 6AA can be followed up after, but this really only applies to HVA's more advanced combos)
: Re: MBAACC H-VAkiha thread
: hipikachu March 27, 2013, 12:33:41 PM
Thanks guys~ that 5A whiff was really becoming a pain in my hitconfirming butt. BTW Sacchin, are you stalking me (jk), or are you just a jack of all trades on these forums?
: Re: MBAACC H-VAkiha thread
: Sashi March 27, 2013, 01:04:31 PM
No, these are just questions that anyone can answer. Like just a few seconds in training mode and you can see that j.B and j.C have awkward hitboxes that requires you to be at the right height for j.BC to connect. The 5A6AA thing is just from watching HVAkihas play. If it were a question that required in-depth character knowledge, I'd wait for LPT to answer~ Plus, the forums get no activity so I just check the newest posts.
: Re: MBAACC H-VAkiha thread
: hipikachu March 30, 2013, 03:49:12 PM
I see. I often find myself doing the same thing for most fighting games I play, but the lack of an free for all infrastructure mode really kills my PvP experience. That, and Melty Blood is one of the most free-form 2D fighters I've ever played, which makes forming a general playstyle slightly more difficult. Do you play against humans often?

And to stay on topic:
<1> What are is the optimal followup from a j.B/2B? I often directly chain into 5A6AA just to be safe. Or if there are more practical overhead/low starters, what would be my BnB string?
<2> How should I prioritize my meter usage? And how should I be following up midscreen 623Cs?

EDIT:
<3> Wait a sec, is 2A jump cancellable in this game?
<4> I haven't tested this yet, but doesn't 5C have huge knockback on floating opponents? How does 5C>2C combo on a floating opponent?
: Re: MBAACC H-VAkiha thread
: LordPangTong April 03, 2013, 09:12:16 AM
Your lows of choice are 2A and 2B. Your overhead of choice is j.C. (j.B will whiff crouching opponents) 6C may be used for overhead combos too, but they change in the corner due to it's wallslam effect.
Midscreen Bnb of 2A/j.C:
->2A 5C 4C 5A 6AA 6C dash 5B 2C 623B 5B 2C 623B 5B 2C 623B
Corner bnb:
->2A 5C 4C 2C 623B 5B 2C 623B 5B 2C 623B

You omit the 5A6AA in the corner because this gives you the option of going for half-momiji setups, which are not possible if the 5A6AA is included. It also adds no damage.

Meter management in half moon depends. In most cases, you don't want to enter the second round with >150 meter because that means you will likely reach 200 and enter heat when you have little life to regain. So, you may consider blowing 100 meter at the start of the round via j.22C or shield bunkering very soon after the round begins. If you are in the end of the first round, the same things apply. If you connect with a reversal 623C, the combo is:
->623C air dash j.A(whiff) 2C 623B 4C 623B

2A is jump cancelable on hit. This applies to most normals in MBCC. You will find that most normals/specials are not jump cancelable on block in this game.

5C does have wallslam effect on airborne opponents, but because 5C gatlings directly into 2C, the 2C will connect before they have traveled far from VAkiha, allowing for the combo to continue
: Re: MBAACC H-VAkiha thread
: hipikachu April 03, 2013, 06:30:10 PM
Oh, I see. I was not aware that crouching moves were jump-cancellable in this game. Only one character in BB has a move with those properties, and he's fraud IMO. That, and I also didn't know her 2A hit low. Does that mean it suffers the same slow startup other low-hitting 2As have? (7 frame startup)

Also, would it be possible to find her frame data anywhere? I would like to have a general feel of what moves are neutral on block and what moves can be mashed out of.

And regarding combos. I now have full screen combos, corner combos, but stupidly enough, I don't think I have a proper midscreen combo. If I'm too far from the corner, 6C wallbounds. If I omit 6C, my first Momiji rep ends midscreen. Frankly, her awesome corner carry is a bit TOO awesome for me, I've never had a fullscreen dash cancel before, nor a combo that actually tries to AVOID wallbounds.
: Re: MBAACC H-VAkiha thread
: Sashi April 03, 2013, 07:39:08 PM
2A is active on the 5th frame. The fastest 2A in the game is active on the 4th frame, so it's decent enough. Not the best hitbox, but it hits pretty far. It's an average 2A. In general, 2As are 5th frame and are low.

You can get frame data from FrameDisplay (http://endlesssanctuary.com/mauve/misc/framedisplay-v23.zip). Just open up 0002.p with it. For more general information, you have this (http://www20.atwiki.jp/mbaa-sekisyu/pages/19.html), this (http://www20.atwiki.jp/mbaa-sekisyu/pages/34.html), this (http://www20.atwiki.jp/mbaa-sekisyu/pages/34.html), this (http://www20.atwiki.jp/mbaa-sekisyu/pages/18.html), and this (http://wiki.mizuumi.net/w/Melty_Blood/Akiha_Vermillion/PS2#Half_Moon).

EDIT: Depending on how close you are to the corner, you can either just catch them faster after 6C before they hit the wall or just skip the 6C all together. Take a look at this (http://www.youtube.com/watch?v=kaL_h4A-tl8).
: Re: MBAACC H-VAkiha thread
: hipikachu April 06, 2013, 12:56:03 PM
Wow, that's one hell of a useful program, didn't think any games in the Mizuumi Wiki would ever see complete frame data, thanks. Although, what I'm looking for is leaning more towards frame advantage and startup, rather than anything else. I may be a rookie at using the program, but is there any way to see these values?
: Re: MBAACC H-VAkiha thread
: Sashi April 06, 2013, 01:26:36 PM
Startup you can find just by looking at the frame number at the bottom when the active frame comes out. Frame advantage, is a bit harder. You can do a real ghetto check by having the CPU block it, then set it to jump while he's still in blockstun and also jump yourself when you've recovered. Obviously doesn't work very well. Also doesn't work at all for moves that are jump cancelable on block. Other than that, you have to record the attack being blocked at 60fps and watch it back frame by frame. Pretty silly stuff.

You can always guess the hitstun based on what level you think the move is. Level 1 attacks have 12f blockstun, level 2 15f, and level 3 18f. Remember that if you hit during the first few frames a move becomes active, you don't go straight into recovery. You still have to wait out the rest of the active period. So if you hit with a move during the later active frames (meaty~) you're at a greater frame advantage.
: Re: MBAACC H-VAkiha thread
: hipikachu April 09, 2013, 11:59:11 AM
Hey guys, I'm back with more:
<1> What do I do off a wallslam? (Aerial 5C, Corner 6C, etc) I feel like it's actually hindering my combo potential, whereas in other fighting games, I would be escatic to land a wallbounce.
<2> TK j.236A>GT help. Is the throw supposed to connect before j.236A triggers. The link feels too tight.
: Re: MBAACC H-VAkiha thread
: Sashi April 09, 2013, 12:12:29 PM
It's not just TKj.236A. It's 66 TKj9.236A. Without the dash momentum before TKj.236A, you won't be close enough to immediately throw afterwards.

And wallslams and ground bounces are very often a bad thing in Melty.
: Re: MBAACC H-VAkiha thread
: LordPangTong April 09, 2013, 05:10:02 PM
In Melty Blood, you can only have up to 3 wallslam OR ground bounces per combo. (any combination of either past 3 will cause the combo to stop) V Akiha will typically save all her bounces for momijis. (623Bs) Ideally, I'd tell you not to use 5C at all in the corner, but just in case it happens you can follow up 623B 4C 623B for two momiji reps, or you can go straight into aerial normals to squeeze a bit more damage out of it. Off corner 6C, just do two reps of the momiji loop because the other combo is really hard/character specific. Two momiji reps will at least give you around 3K damage and a good knockdown.

For your second question, it's just like Sacchin 22A says. Practice the input as 662369A. You'll notice VAkiha won't jut backwards after placing the web like usual, she'll just drop right to the ground.
: Re: MBAACC H-VAkiha thread
: hipikachu April 09, 2013, 07:28:16 PM
Oh, so it's like advanced input in BB. Looks like all that TK Loop practice hasn't completely gone to waste just yet  ;D

Hmm...so to sum it up, H-Vakiha is more or less hitconfirm>623B into oblivion. I'm not quite sure if this is the character I'm looking for :psyduck:...I'll toy around a bit more to see if there's anything a bit more unique about her. In the meantime, F-Vakiha has a really adorable way of calling out 22x~ :fap:
: Re: MBAACC H-VAkiha thread
: LordPangTong April 10, 2013, 09:17:32 AM
At a high level, H-VAkiha confirms literally every possible situation into corner carry + momiji knockdown. (shields, air ch, air throw etc) If that doesn't appeal to you, you might want to go for F or C, or perhaps even a different character.
: Re: MBAACC H-VAkiha thread
: hipikachu April 11, 2013, 10:27:14 AM
I almost feel like I'm playing F-Nanaya. DP everything. How's the knockdown on Momiji? I've seen miracle oki pulled off in the corner off a Momiji knockdown, but how 'bout midscreen? I luv dem crossups.
: Re: MBAACC H-VAkiha thread
: Kyhz April 12, 2013, 03:43:31 AM
As said above, you should aim for corner carry combos. It's part of what makes the character so scary. If for some reason you get a mid/fullscreen Momiji, the knockdown is good but you'll usually be kinda far away. You can super jump towards for a 50/50 mixup: nothing into 2A crosses up, whiff j.B into 2A is a non-crossup.
: Re: MBAACC H-VAkiha thread
: hipikachu April 12, 2013, 04:51:04 AM
As said above, you should aim for corner carry combos. It's part of what makes the character so scary. If for some reason you get a mid/fullscreen Momiji, the knockdown is good but you'll usually be kinda far away. You can super jump towards for a 50/50 mixup: nothing into 2A crosses up, whiff j.B into 2A is a non-crossup.
I know, but most of the time when I can finally confirm into 6C, I'm too close to the corner, but too far away to continue looping. That's why I said earlier that this character's corner carry may actually be too much for me. Maybe I just need to input the dash after 6C quicker, is it possible to avoid the corner wallbound at all distances?
: Re: MBAACC H-VAkiha thread
: Kyhz April 12, 2013, 04:17:54 PM
If you're less than halfscreen away, you can usually go straight into 5A6AA 2C -> loop. Momiji moves you forward quite a bit. Anything above that and you should have enough time to do 6C dash without wallslam.
: Re: MBAACC H-VAkiha thread
: Sashi April 12, 2013, 07:08:16 PM
Yeah, take a look at Funkykun's MBAA vid (http://www.youtube.com/watch?v=kaL_h4A-tl8). Still all works. Pretty much an option for every situation.
: Re: MBAACC H-VAkiha thread
: grey-thaumaturgy April 16, 2013, 08:32:01 AM
j236a can also hit OTG but the only time you will have such an opportunity is immediately after an air grab (but i dont see how you can combo much further after it anyway). im having problems with the 5a6aa 6c dash 4c 2c combo. i cant seem to chain the 4c (or 2c) after the 6c. i always end up dashing too late. how do you do it?
: Re: MBAACC H-VAkiha thread
: hipikachu April 16, 2013, 11:05:25 AM
j236a can also hit OTG but the only time you will have such an opportunity is immediately after an air grab (but i dont see how you can combo much further after it anyway). im having problems with the 5a6aa 6c dash 4c 2c combo. i cant seem to chain the 4c (or 2c) after the 6c. i always end up dashing too late. how do you do it?

To be completely and utterly honest to you, I pretty much just mash it out. My input looks like 6C>664>4C offline, [6]AAAC666[4]CCCC in lag.
: Re: MBAACC H-VAkiha thread
: Cecilia April 16, 2013, 05:31:54 PM
Inputting 66 at the moment 6C connects works perfect for me, lag or not. It should cancel directly from the hit and put you close to the opponent while they're flying at the wall and you can 4C/2C almost immediately afterwards.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer July 12, 2013, 06:52:12 AM
I'm having a bad time doing the 5B 2C rep, in the 5B. Is just a problem of practice of speed? or is there a specific timing?
: Re: MBAACC H-VAkiha thread
: Funky-kun July 12, 2013, 12:18:13 PM
5B has the option to charge, so make sure you are hitting it without partially charging. And yeah, I have trouble with it too, so I stick to 4B 2B (5BB).
: Re: MBAACC H-VAkiha thread
: heavymetalmixer July 12, 2013, 12:50:11 PM
5B has the option to charge, so make sure you are hitting it without partially charging. And yeah, I have trouble with it too, so I stick to 4B 2B (5BB).

Maybe you want to say 4C 2C (5BB), but changinc the topic, what about 2C 4C or 5B 2C 4C?
: Re: MBAACC H-VAkiha thread
: Funky-kun July 13, 2013, 12:54:21 AM
Yeah, that's what I meant.

2C 4C is hard to hit with increased hitcount.

5B 2C 4C is better than 5B 2C, if you can handle the gravity scaling that goes with it.

Remember, more hits = more gravity.

Also, the difference with relaunchers is relatively insignificant, so use the one you're most comfortable confirming with. The negligible gain in meter and damage is not worth the risk of dropping your combo.
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos July 21, 2013, 11:34:15 PM
So, uhhh... flamewebs aren't shieldable. I found this out when I was trying to preemptively find the answer to someone shielding meaty flameweb (which I do because I'm lazy and it's easy to get meaty with). TURNS OUT I DON'T HAVE TO WORRY ABOUT PEOPLE HAVING ANSWERS.

http://www.youtube.com/watch?v=5y2oHPEjxTk

Doubt this is new, but I didn't see it in here or the AA topic.
: Re: MBAACC H-VAkiha thread
: hipikachu September 10, 2013, 02:59:45 PM
Hey guys. I'm back, but not to stay. Zettai Ryouiki 4evar.

On the hand, I've noticed some places mentioned that 2BBB doesn't combo:
http://wiki.mizuumi.net/w/Melty_Blood/Akiha_Vermillion/PS2#Normal_Moves_2

But training mode says it does. At least on V-Sion. Was this a Current Code change?
: Re: MBAACC H-VAkiha thread
: Tonberry September 10, 2013, 03:20:27 PM
Doesn't work on crouching characters. 
: Re: MBAACC H-VAkiha thread
: hipikachu September 10, 2013, 05:51:18 PM
Doesn't work on crouching characters.

I see, that should be specified somewhere. On the other hand, I'd assume that if 2B ever hit anyone, they'd likely be standing.
: Re: MBAACC H-VAkiha thread
: Sashi September 10, 2013, 06:33:16 PM
It's a terrible string regardless and you're never gonna use it.
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos September 10, 2013, 06:42:26 PM
Hey. you'll use it!

Once.

Ever. >_>

It's really hilarious gimmick, but it'll only work once every thousand games or so. Save it for the final round of EVO 2015.  :V
: Re: MBAACC H-VAkiha thread
: heavymetalmixer November 06, 2013, 06:01:00 PM
I think i discovered something interesting about TK j.236B ('cause i didn't see anything about it here):

You know that TK j.236B brings H-V.akiha very high quickly, and also falls quickly. Well i think it could be used for evading DPs when the enemy is in the corner.

Another interesting thing is that after the orb is set she has all her movements options available: the 2 Airdashes, and the extra jump. She can do air normals after the orb, but the timing is strict and they come out at a very low height, so they aren't exatly useful unless the enemy tries to get close to you.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 06, 2015, 08:30:29 AM
To revive this thread I'll make a question:

In the corner after the Momiji Loop, what are all the possible mixups?
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos January 07, 2015, 08:57:27 AM
Almost all the ones under IAD meaty okizeme from the MBAC VAki thread still apply.

http://www.meltybread.com/forums/mbac-specific-75/v-akiha-okizeme-thread/

The only ones that don't are the ones that need cvaki j.C, which is honestly not a lot of them. It's mainly just the fuzzy.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 07, 2015, 03:38:53 PM
The H j.C  double overhead mixups are better that with j.B in any sense? They look safer because of the blockstun/hitstun but j.B looks more ambiguous to me.

And I can't do the j.AB mixups on the lolis . . . damn lolis.
: Re: MBAACC H-VAkiha thread
: Tonberry January 08, 2015, 10:27:00 AM
The H j.C  double overhead mixups are better that with j.B in any sense? They look safer because of the blockstun/hitstun but j.B looks more ambiguous to me.

And I can't do the j.AB mixups on the lolis . . . damn lolis.

It's safer to do double jC but it's also a lot easier to block. 

You can do j.AB to lolis, they just have to stand to block the jA.  The same goes for most characters. 
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 08, 2015, 03:22:08 PM
So basically, first, I have to make them block high with the j.C mixups, then I can use the j.AB mixups, right? It makes sense, the mixups are more ambiguous.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 17, 2015, 08:36:32 PM
I already asked this before on the C-V.Akiha thread, but how safe are H-V.Akiha attacks on block?
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos January 24, 2015, 04:50:55 PM
The frame data is mostly the same as CVaki, so I'll just repost this:

2A                      -1
5B                      -1
BE5B                  +3
5B 5A (whiff)       +-0
2/5/4C 5A (whiff) +3
214A                  +-0 (provided last pillar hits)

Removed 5a and flameribbons. Pits are really +f, 236x is really +f.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 24, 2015, 07:07:01 PM
What about 5A > 6A?
: Re: MBAACC H-VAkiha thread
: Dusk Thanatos January 25, 2015, 11:28:58 AM
No idea other than that it's -f.

It's obviously good just because it moves you forward so far, though. You can just chain into something else after.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer May 01, 2015, 04:07:05 PM
Now after so many months of playing H-V.Akiha, I've seen that the only use for j.236B is in Defense:

When in the air do j.236B so the places the orb while falling safe at the same time, the problem in doing this is that it requieres certain height but is safer than j.236A while getting back. Can also be used as a gimmicky fastfall.
: Re: MBAACC H-VAkiha thread
: heavymetalmixer June 26, 2015, 07:32:42 PM
Here's a guide I made to help the Melty Bits project, covering everything I know about H-V.Akiha

https://docs.google.com/document/d/13N0MXHNoQYXLwm2ffMd8jHpO6--xtDCElaqkIwSbBbA/edit
: Re: MBAACC H-VAkiha thread
: heavymetalmixer October 17, 2015, 09:21:55 PM
I've seen a video about Half Momiji loops for C moon( https://www.youtube.com/watch?v=VAnbgR1aC1w ), but I would like to what mixups are available for H. Anyone here knows about it?
: Re: MBAACC H-VAkiha thread
: heavymetalmixer January 08, 2016, 12:01:44 PM
Even after all the time I've played her, I still don't understand well how her blockstrings are.

I'm trying to find all kind of blockstrings, does anyone know some of them?

What I usually do is delayed 2As until I'm at it's max range, then 5B/4C(1) > 5A whiff, or some 2As > 4C(2) > 5A whiff > 5B

Something else I found useful is 5C > delayed 5B/2C/4C (or {5B}), because of the 5C pushback that makes the 5B safer.
: Re: MBAACC H-VAkiha thread
: veoid September 19, 2017, 04:59:16 PM
In case someone stumbles for whatever reason on this thread I'm making a reference "guide" or whatever you want to call it.
http://wiki.mizuumi.net/w/Melty_Blood/Akiha_Vermillion/Half_Moon

Just beware that it's not finished, i.e missing important stuff.