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Atlas Academy => Melty Blood: Actress Again => Akiha Vermillion => : LordPangTong December 16, 2009, 11:11:44 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: H-V Akiha Strategy/Tactics Thread
: LordPangTong December 16, 2009, 11:11:44 AM
Heeey H-V Akiha players. I'd like to discuss combos and H-V Akiha strategy here. I'm currently working on a guide! Aside from discussion of normals and basic control over H-V Akiha, areas of interest in the guide will be landing the 6C loop and what to do for pit follow ups.

So yeah. To start, are there even any other H-V Akiha mains out there?
: Re: H-V Akiha Strategy/Tactics Thread
: mir December 16, 2009, 05:46:43 PM
<---One

I'd be interested to see what people do with regular pits midscreen. I'm having hard time using them as harassing tool due to range and the fact I just don't feel comfortable with the recovery time.
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle December 16, 2009, 06:44:46 PM
another H-vakiha main here.

imo regular ground pits are almost useless, i only use air pits to harass opponents that camp and zone (e.g. nero, mech, H-Hisui /w her damned stools). Its also useful as an aerial momentum stopper, much like C-Vakiha's j.236b. The drawback is that its a free air counter-hit for the opponent if they see it coming.
Then again, for me the main use of regular pits are for oki and blockstrings, e.g. iad j.c -> 22a, this gives you a ridiculous +30 on block since your opponent will most likely be anticipating a mix-up and not try to 5a/srk you.

for me though, the least used moves would be ground 236a/b and aerial 236b, i just don't know what to do with them :( if anybody got tips pls share them

also, i've been thinking about how to link the standing shield counter into 6c into corner 623b loop, my theoretical combo is 5d(shield) 5c 2c delay 5a(whiff)  6aa 6c -> corner 623b loop, however my success rate has been zero. anybody can help me on this?
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong December 16, 2009, 08:38:58 PM
Cool, glad to see some other people playing V Akiha. Now here's my thoughts  :teach:

As far as ground pits go, they are pretty useless. You can throw 22B onto the end of a blockstring if you've got an opponent who's respecting you, and this will give some nice plus frames, but it's not too useful as a whole. Air pits on the other hand, are gdlk. The art of random pit activations begins

J.22B should be one of your two primary zoning moves. BE214A/B and J.22B should be what you're using to trip your opponent up at a range. H-V Akiha's game is essentially a hit-and-run tactic, so you're gonna want to be frequently using these zoning moves to stop your prey from chasing after you too much. (You can't let them get close, V Akiha has no life, remember.) TK J.22B is good for ground vs ground pit shit. (much better than 22B.) If you get a J.22B to connect, use an available air dash to get over to the target, J.C, then land and jump again to go for J.ABC J.BC Throw. This will give you about 3.7k. If they're in the corner, you can connect 4C 2C into momiji loop for similar damage, but better oki and more meter.

J.22A is a beautiful mixup tool. I find it to be most useful in the corner as I pressure with J.C air dash J.C, cancelling the J.C into J.22A, as Sevalle said, will give you ridiculous +frames on block, and allows for you to continue to pressure you enemy. The other use for J.22A is when you're running away. V Akiha is meant to fly, and if you happen to be flying directly above your enemy, or you anticipate that they will be dashing under you, toss a J.22A out there to get them either to block or eat some easy damage. If 22A connects, land, and do 5B 4C J.ABC J.BC Throw. (Omit the J.A if you're in the corner) With J.A, the combo does about 4K anywhere, and without J.A in corner, it does about 4.4k.

As for H-VAkiha's 236 set, they are pretty bad. 236A can be a ghetto placeholder in a blockstring, so if you've got someone respecting you, give it a shot, it will serve as a blockstring reset. 236A is also a decent option after a throw. It gives some nice +frames on block, so its worth trying for. 236B can be used as a bait on oki for enemies that are DP happy. Because it moves V Akiha up and back, it will safely evade the DP and punish with the flametounge. Unfortunately, you can't really do anything off of this gimmick, so it's pretty lv.0. J.236B is useless, do not attempt.

I'd like to note that V Akiha's throw presents her with wonderful oki opportunities. In most cases, it is beneficial to throw out of the corner. This gives you more crossup abilities, and should be desired because H-V Akiha is stronger out of the corner than in. (Now that momijis can be done anywhere on screen, there's not as much incentive to keep enemies there.) V Akiha's fast air dashes let you input 69644J.C after the throw. If you input the backdash earlier, you'll cross back up to the side you started on, and if you put it in later, you'll stay on the opposite side. After the J.C, hit confirm 2A into momiji or 6C loop or whatever you want. Another option is to SJ.22A, and then land on top of them while they block that with a j.C. As mentioned before, 236A can be done off of a throw as well.

As for that shield combo, I will experiment with that tomorrow and post up if its possible or not.
: Re: H-V Akiha Strategy/Tactics Thread
: Lord Knight December 16, 2009, 09:05:26 PM
Just wanna throw my two cents in.

Throwing out of the corner is pretty much worthless in MBAA, you'd do much better to just do standard pit mixup by throwing them into the corner. The JC crossup you mentioned doesn't really work because of crossup protection. She had a really good which way that involved doing dash 97 jAerial whiff and you would land left/right, but they took that away by adding recovery to the throw ;_;.

However, thanks to her jump cancellable jC, I do think she has some more mixup options.
: Re: H-V Akiha Strategy/Tactics Thread
: Benny1 December 16, 2009, 10:01:52 PM
This is an odd little combo that for some execution does like 20 more damage than regular midscreen momiji but is probably a large amount more meter, and it's not too hard, with practice, you should get it every time.  H-Akiha players use a similar combo.

2AA 5C 4C 5A 6AA 4C 5C 2C 5A (whiff) 6AA 6C dash (let them hit the wall) 2C 5BB 623B 4C 2C 5BB 623B

Meter is a nice thing, and I wonder if anybody could get the feel for this.  Like I said, H-Akiha players use a similar combo, and the hard part of this (linking 5A 6AA into 2C from an aerial 6AA hit) isn't even in this.  If you're daring, you can also try to not let them hit the wall and just do a regular 4C 2C loop, but that's hard.
: Re: H-V Akiha Strategy/Tactics Thread
: Lord Knight December 16, 2009, 10:18:20 PM
Really you all should just use F  :psyduck:
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle December 17, 2009, 08:52:04 AM
I came up with a variation for the shield counter into fullscreen momiji loop mentioned earlier

5d delay 4c 5c delay 2c 5a(whiff) 6aa 6c 66 2c 623b (4c 2c 623b)X2

*4c should be delayed until just before the opponent hits the ground; the delay between 5c and 2c is very small, the point is to let the opponent fly out of 5a range before stopping them with 2c

The only character I've tested it on is nero, and it does about 3.4k
not sure if it works on characters with smaller hitboxes
I think that this should also work with aerial shield counter


@Benny1: you need not let them hit the wall after the second 6c, 2c 623b will connect unless you are already close to the wall. In that case I usually just do 623b right after the 2c, omitting the second rep of 6aaa. Oddly this also results in higher overall damage, which I presume is due to the absence of the third rebeat from 2c to 5a.


imho, F-Vakiha is quite... dull. Even watching satoken play F-Vakiha these days, I just don't get the same adrenaline rush as when I was watching his MBAC Vakiha and H-Vakiha. :S


edit: I think the shield counter combo is character specific, I tried it on satsuki and the 6c is always out of range after 5a6aa  :emo:
also, Lord Knight mentioned crossup protection, how does it work? I've never heard of it before  :-[
: Re: H-V Akiha Strategy/Tactics Thread
: Benny1 December 17, 2009, 03:09:45 PM
Well, the reason I did the let them hit the wall 2C 5BB variation is it makes the 4C 2C MUCH easier and doesn't cost much damage.  It's very difficult after that many hits to get 4C 2C every time.
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong December 17, 2009, 06:25:00 PM
Lk: H-VAkiha is good for trollz like myself.

It looks like finals are gonna prevent me from practicing this game much before next week, but that shield counter combo seems do-able, sevalle.

V Akiha has a lot of full screen shit she can do off of 6C, but none of them seem to offer any substantial damage/meter gain. A lot of the time, it is most viable to just go for 4C 2C momiji off of the 6C setup, because you risk screwing up 5A6AA whiffs or 5C 2C timing.

The most damaging option I've found for her fullscreen momiji loop goes like this:
2A 5C 4C 5A 6AA 6C 66 4C 5C 2C 623B 4C 2C 623B 4C 2C 623B

If you feel comfortable, go for it. It only does like 200 more damage than 4C 2C, and risks wallslamming. It's up to you whether or not to go for it.

H-V Akiha seems to have a lot of very flashy looking combos, but there isn't any particular reason to actually use them.  :-\ (6C loop)
: Re: H-V Akiha Strategy/Tactics Thread
: Benny1 December 17, 2009, 08:30:37 PM
I was mad, I was trying to come up with a momiji loop involving 5BB to see if it was more damage, and in the end it wasn't.  I also tried some "let's get the hit counter really high so we can do 5BB 2A whiff loops" for fun, but nothing worked for that, never got hits high enough.  Was a shame.
: Re: H-V Akiha Strategy/Tactics Thread
: mir December 19, 2009, 09:52:43 AM
Here's what I noticed yesterday after fair amount of time bashing my head against C-hisukoha

-koha normals make me sad panda

-they seem to be able to jump on reaction when i go for a high-low. I don't quite know how to deal with that aside from air throw (which doesn't always work). Maybe really early ja mash to push them down but just the thought of it feels so awkward. What do you guys do in such situations?
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong January 14, 2010, 06:42:40 AM
Been a while since anyone's said anything, so...

After playing around with the momiji loop's oki game, I've found that dash 2369A on Oki just might be stronger than pit oki, and is worth doing at least some of the time. Why? Dashing in and tossing this puppy out will put you close enough to your enemy so that right after the web is summoned, you are able to land, then go for either a throw or 2A/2B. If the throw connects, the web will damage during the throw animation. (On a side note, if V Akiha retained her Arc Drive from MBAC, she'd have the exact same setup as F-Akiha's 421A into AD. They just don't wanna give V Akiha any buffs, do they?  :-[) If your opponent tries to mash out, you can either beat them with 2A or 2B, and then go into combo. If they start hitting you, the web will interrupt their movement, so you've got a chance to make a counter attack.

Something else I found is it seems possible to combo into momiji loop off a 22A pit mid screen. If you randomly get a 22A to connect, land and immediately do:
5B 5C 2C (delay if needed) 5A (whiff) 6AA 6C momiji. However, I have not perfected the combo, and usually find my enemy to be too high to catch them with a 2C into momiji. If anyone can get this to work or has any advice/breakthroughs, do share.
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle January 15, 2010, 09:13:15 AM
yeah, I miss Vakiha's arc drive back in MBAC too, it was one of the better arc drives in the game with built-in option select and also allowing a fearsome 3-way mixup (high, low, AD grab for 4k dmg). Too bad its gone.

anyway, 2369a is a good oki option if you can't do 229c, but it is not dp safe; if you get hit it goes away. Having said that, it can also be used to bait dp, where you dash in after doing 2369a and block. If your opponent does dp, you get free momiji loop; if he doesn't, you still get frame advantage as he still has to block the flame orb when it ignites. However, experienced players may choose to dp you after the orb goes off, so you can't be too sure as well. Its all psychology -> reverse psychology -> reverse-reverse psychology -> reverse-reverse-reverse psychology to the nth level  :V

as to the momiji setup on midscreen flame pit, you can try just doing 5c (delay)2c if you find that 5b 5c causes 2c to whiff; note that your opponent does not fly away from you if hit by 5c while flame pit is in effect, you have to wait for flame pit to finish before doing 2c, or else you may be too close and your initial 5a may hit instead of whiff. This is all theoretical, as I am unable to try it out myself  :-[

Overall, its really good that H-Vakiha can get momiji setups off almost anything (shield counter/air counter-hit/flame pit), the only hitch is that the execution required is extremely situational and character-specific, and hence extremely hard to recognise and master.
: Re: H-V Akiha Strategy/Tactics Thread
: Mistwraith January 17, 2010, 08:09:14 PM
Well after playing with sevalle for a long long time, V akiha is still one of my more favorite characters due to her corner loops and dmg output even though she takes tons of dmg in return haha. Even so, I still prefer playing her C mode for her flamepit set ups which is particularly evil in the corner when ur opponent doesn't have enough meter to perform a heat or bunker moves.

My most basic combos as usual will be just 4C, 2C 623B for the corner loops for almost foolproof non fail. Maybe I should go try her more complicated ones when I have the time. For HM mode, her jC is much better than CM cuz it is easier to cross up. The jC for CM is currently a little weak, and is techable after hitting an opponent in the air, preventing OTG in the corner.
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle January 18, 2010, 10:36:40 AM
lol, one of the thrills of playing vakiha is that even one mistake can cost you the game, and this applies to your opponent as well. Vakiha rarely eats less than 5k dmg per combo, but on the other hand if you get a corner knockdown on your opponent you're halfway to victory regardless of how much life you have left  ;)

For CM jC, although it is now ground techable, it can also now be special cancelled on hit/block so there is somewhat of a tradeoff. Oddly, Mauve's MBAA framedisplay also showed that the crossup hitbox has been increased from the MBAC version, although I feel that it is somehow harder to land crossup hits in MBAA than in MBAC ???

p.s. Mistwraith, if you wanna try complicated comboes here's a vid showing SUPER-flashy akiha & vakiha comboes (I know you can do this with your uber skill level and experience ;D)
http://www.nicovideo.jp/watch/sm9065798
: Re: H-V Akiha Strategy/Tactics Thread
: Mistwraith January 31, 2010, 07:30:06 PM
Half the time i am too lazy haha. Anyways, I found a pretty cool reset combo for CM V-Akiha haha. I show it to you when you are back in Singapore. Can I go loot your joystick for a year till you are back ? I promised to take good care of it  :)
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle February 01, 2010, 05:33:33 AM
I'm already in Perth, and I sealed up my joystick already   :psyduck:
: Re: H-V Akiha Strategy/Tactics Thread
: Mistwraith February 01, 2010, 05:28:50 PM
You can unseal your joystick and I can head down to your place and retrieve it. Tell your parents where it is loh, then I go get it from them when they are at home ?  >:D

Anyways, the reset combo seems to work better on a smaller hitbox character, I need to test it out on the biggest hitbox characters first. I tried it on Nanaya and Shiki and the results are satisfactory to me. Will post more when I get home to test it again tonight.
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong February 01, 2010, 07:26:05 PM
Anyways, the reset combo seems to work better on a smaller hitbox character, I need to test it out on the biggest hitbox characters first. I tried it on Nanaya and Shiki and the results are satisfactory to me. Will post more when I get home to test it again tonight.

Only H-Vakiha strats/combos here, please, Crescent Moon junk should be in its own thread.

Anyway, what's new with H-V Akiha?

New 50/50 combo in the corner I've discovered/been playing with.

Input: (In Corner) 2A 5C 4C 5A 6AA (slight delay) 6C dash 2A (whiff) 2C immediately

This combo sacrifices damage for great in the corner oki. It is most effective if you go for the 6C loop regularly, as it looks like you messed up the input. (2C comes out instead of 5C.) HOWEVER this is all according to your evil plan, as the 2C will tag the tip of their falling hitbox, causing a knockdown with vakiha's back facing the corner. This gives you time to super jump/jump/air dodge/air backdash. (SANDOOOOOOORI) The weird crossup properties of her J.C will allow for even more deceiving oki games. Standard mixups can be executed from either side you land on. (Empty jump land 2A/Throw/6C or just J.C)

Another fun which way combo is similar to her old half-momiji mixups from MBAC.

Input: (In corner) 2A 5C 4C 5A 6AA 2C 623B 4C 2C 2A(whiff) 5C 2C

Execution for this is a little tight, but it's definitely worth learning.

EDIT: As I'm sure you've noticed, some characters whiff 2C when you do the 4C 2C part of the momiji loop. (Without proper delays) These same characters are more difficult to land the mixup on, so be sure to learn the timing. These chars include Akiha, V Akiha, S Akiha, Ries, Len, W Len, Miyako and Wara.
: Re: H-V Akiha Strategy/Tactics Thread
: mir February 01, 2010, 07:42:08 PM
Oh that's pretty neat actually. I'll play around with it some more, though I'm sure if the mixup fails I'll be kicking myself in the ass for not taking the free damage >.>
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle February 02, 2010, 04:42:03 AM
well, I locked my stick in my cupboard and brought the only key with me, so its pretty much sealed (unless you bust the cupboard doors  :bleh:)

you should have asked earlier, then I could ask you to help me de-rust the bottom cover also  :emo:


sorry for hijacking this thread to talk about other stuff lol, anyway the problem of 2c whiffing after 4c on some characters can be rectified by delaying 4c a bit longer, or going for 5b 2c since 5b juggles lower than 4c (you missed out wlen & miyako, both of them deserve mention due to their notoriously small character hitboxes  >:()
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong February 02, 2010, 06:39:24 AM
Thanks for clearing that up, Sevalle.

The point is that these characters have wonky hitboxes, and this can make the timing for the aforementioned combo a little different as well.
: Re: H-V Akiha Strategy/Tactics Thread
: Mistwraith February 02, 2010, 05:31:40 PM
These days I don't usually finish off with 4C, 2C, 623B on the third loop. Somehow I am not able to utilise her oki options on H mode well. I will just do a 4C, 2C, 5BB then jump jB, jC, jA, jC, airthrow. On wake up is either I do a 2A, or just IAD jC, IAD jC. And I am not using flame pits much these days too, due to getting punish in the air by characters who have long jump attacks like Chaos  ;D

Make a god damn spare key next time sevalle !  :emo:
: Re: H-V Akiha Strategy/Tactics Thread
: Nandeyanen February 02, 2010, 05:44:12 PM
These days I don't usually finish off with 4C, 2C, 623B on the third loop. Somehow I am not able to utilise her oki options on H mode well. I will just do a 4C, 2C, 5BB then jump jB, jC, jA, jC, airthrow. On wake up is either I do a 2A, or just IAD jC, IAD jC. And I am not using flame pits much these days too, due to getting punish in the air by characters who have long jump attacks like Chaos  ;D

Make a god damn spare key next time sevalle !  :emo:

Being able to set up a tkj.236a/c or an ex-pit after a momiji loop is pretty nice though...

Also, you can use a/b pit after something like a blocked j.c.
: Re: H-V Akiha Strategy/Tactics Thread
: MissedFRC February 02, 2010, 05:53:39 PM
If you combo into 6C (no dash cancel) in the corner then catch them with 2C, it will move them away from the corner a little while keeping their back to it. You can do things like crossup j.C airdash j.C this way.
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong February 02, 2010, 06:07:05 PM
These days I don't usually finish off with 4C, 2C, 623B on the third loop. Somehow I am not able to utilise her oki options on H mode well. I will just do a 4C, 2C, 5BB then jump jB, jC, jA, jC, airthrow. On wake up is either I do a 2A, or just IAD jC, IAD jC. And I am not using flame pits much these days too, due to getting punish in the air by characters who have long jump attacks like Chaos  ;D

Make a god damn spare key next time sevalle !  :emo:

H-Vakiha's oki off the momiji loop is pretty decent. You can throw out a J.22B/C so you can IAD pressure without worrying about annoying DPs getting in the way. Her other option is dash tk 2369A/C. See my earlier post for the benefits of these moves.

In general, Vakiha's game is based on that momiji loop oki, cause that's basically how all of her combos should end. Playing without it weakens her a lot.  :-\
: Re: H-V Akiha Strategy/Tactics Thread
: MissedFRC February 02, 2010, 06:18:46 PM
There is absolutely no reason to opt for AT oki, to be blunt, it's fucking sorry. If you're playing her, controlling your oki is imperative, it's her strongest asset. You're giving up guaranteed mixup opportunities for an ender that puts distance between the players and leaves you with hardly any initiative, ESPECIALLY characters who wake up quickly.

Hit dat training mode
: Re: H-V Akiha Strategy/Tactics Thread
: Mistwraith February 02, 2010, 07:29:40 PM
Ya, i realise after AT even rushing opponent in the corner is a 50/50 thing for me, need to watch for those pesky dp or EX reversals. I am too fixed back on the old mindset of C mode instead of the H mode auto activate flame pit move  :slowpoke:

Is there really any way to utilise her j236A move to help trap people in the corner more ? Like maybe IAD jC, j236A etc. Doesn't seem to be a much feasible move.
: Re: H-V Akiha Strategy/Tactics Thread
: MissedFRC February 02, 2010, 07:32:12 PM
It's great for meterless oki. If you're feeling dangerous you could theoretically throw it out after j.C, it's not necesarrily terrible to do.
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong February 02, 2010, 07:39:11 PM
If you want to lock your target down in the corner, try canceling your J.C into J.22A. It is possible to cancel into J.236A, but it's hard to get someone to respect that, and you'll likely be smacked out of it. 22A gives you more frame advantage, and is quicker to set off.

Your general use for 2369A is to use it on oki right after your final rep of the momiji loop. If you dash after the knockdown, then cancel into 2369A during the last part, with the correct timing, you can throw your respecting target on wakeup, so the web hits them during the active throw frames. (You get about 1.7k for this, and about 2.2k for 2369C.)
: Re: H-V Akiha Strategy/Tactics Thread
: sevalle February 03, 2010, 06:03:48 AM
as mentioned before, H-Vakiha's j.236 series suck, j.236a is only feasible on knockdown or limited aerial zoning (its still useless against wara j.b/nero j.c), j.236b is downright useless, and why use j.236c when you already have 22c  :mystery:
(the main reason it sucks is because it goes away if you're hit, otherwise it'll be a watered down version of aoko's starmines)

as for corner airthrow, the frame advantage is very small, however the spacing is such that you are generally safe from most character's dp. There are several options that I've tried after corner airthrow:

i) Do nothing and wait. If your opponent attempts to jump, stuff it with 5c/4c -> momiji loop. If your opponent does nothing and you have meter, 5c/4c anyway -> 236c to get momentum back. Beware experienced opponents who can superjump and airgrab you out of 236c on reaction *cough*dan*cough* (singapore insider joke, sry)
ii) Dash block to bait dp. If your opponent blocks, 2a -> pressure string. Smart opponents will throw you on wakeup  :-X
iii) Superjump in for j.c/2a/throw mixup if your opponent is scared of you. Opponents with guts will dash out on wakeup making this option useless
iv) 214a. Don't attempt if your opponent has meter lol.


summary: mistwraith, just go for momiji/2c oki (although I'm in no position to lecture you about mb lol)
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun April 07, 2010, 03:31:55 PM
Hi peeps!  

I have been working on a H-Vakiha tutorial vid for some time and have most of the stuff done. The video will include:

-Momiji Variants
-Situational Combos (5d, 22a, 22b :teach: )
-Post Momiji oki
-Post throw oki
-Post 623b oki
-IAD Mixups
-Blockstrings
-Advanced Combos

The advanced combos include 5d into 6c fullscreen momiji loop, 22a into 6c fullscreen momiji loop, 6c loop and half momiji loop. I'm finished with most of the stuff, but the last 2 combos (6c loop and half momiji) are giving me a hard time to record. I'm using pcsx and fraps to do the recording, which is giving me a bit of input delay :slowpoke: and doing these timing intensive combos is really hard. So I was wondering if these is someone that can help me with the recording? Either through PCSX or through PS2, if possible ( ??? ). If there are any volunteers, PM and I will give you details.

Also, I'm open to any suggestions for things to add to the video.

 :psyduck: i have always wanted to use this smiley

EDIT: One down, one to go.
: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong April 08, 2010, 11:19:26 AM
Update, H-V Akiha players! After considerable discussion/theory fighting with Funky-kun, a new combo has appeared! We can now combo from random J.22As/TK J.22Bs/Shield counters into... THE MOMIJI LOOP!  :fap: :fap:

The input for such a combo is:

J.22A/TK. J.22B/5D: 4C 5C 2C 5A(whiff) 6AA 6C dash 2C 623B 4C 2C 623B 4C 2C 623B

If you're near the corner, replace 6C with 2C. This combo requires quite a bit of delay on the 6AA and then a little more on the 6C. Timing is tight/different against Kouma and Arcueid. Doesn't work on Ryougi. Added to the wiki~
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya April 08, 2010, 11:21:39 AM
is this really an update... lol hrauzer's been doing this combo for a while

i suggest just going straight to momiji if you're close enough to the corner

: Re: H-V Akiha Strategy/Tactics Thread
: LordPangTong April 08, 2010, 11:26:38 AM
is this really an update... lol hrauzer's been doing this combo for a while

i suggest just going straight to momiji if you're close enough to the corner



You bet it is! Shits new to AMERICA, son!
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun April 10, 2010, 12:35:39 PM
: wiki
2A 5C 4C 5A 6AA 2C 623B 4C 2C 2A(whiff) 5C 2C Mixup

Half-momiji 50/50 mixup.

To whoever has landed this: how do you *ucking do this?  :psyduck: Are there any timing tricks?

Progress so far: delaying the second 4c helps, I get the 2c 2a whiff and land the 5c with a bit of delay to bring them closer to the ground, recover 5c, start 2c on the frame 5c is done recovering and VSion techs the frame before she falls onto 2c's already active hitbox. Checked it frame-by-frame. I've been trying to land this for a couple of days, 0% success. Come on, I've landed the 6c loop, but this is giving me a hard time. WTF?

HALP  :-\
: Re: H-V Akiha Strategy/Tactics Thread
: Tonberry April 10, 2010, 02:51:08 PM
: wiki
2A 5C 4C 5A 6AA 2C 623B 4C 2C 2A(whiff) 5C 2C Mixup

Half-momiji 50/50 mixup.

To whoever has landed this: how do you *ucking do this?  :psyduck: Are there any timing tricks?

Progress so far: delaying the second 4c helps, I get the 2c 2a whiff and land the 5c with a bit of delay to bring them closer to the ground, recover 5c, start 2c on the frame 5c is done recovering and VSion techs the frame before she falls onto 2c's already active hitbox. Checked it frame-by-frame. I've been trying to land this for a couple of days, 0% success. Come on, I've landed the 6c loop, but this is giving me a hard time. WTF?

HALP  :-\

I've never attempted this combo but I'm gonna guess you're supposed to let 2a recover to get 2c back, then do 5c 2c instead of waiting for 5c to finish recovering to do 2c.
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun April 10, 2010, 04:25:27 PM
Tried it, but there's nearly not enough time to fully recover 2a and then catch them with 5c. 2a needs 15 frames to execute and recover, and 5c hits on the 11th active frame...VSion hits the ground on the 24th frame after the first frame of 2a. I'm 3 frames short lol.
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun April 13, 2010, 07:35:40 AM
(http://i95.photobucket.com/albums/l127/Funky-kun/h-vakihatutorial.png?t=1271172394) (http://www.youtube.com/watch?v=kaL_h4A-tl8)
(pic = YouTube link)

Melty Blood Actress Again PS2, original balance. Video recorded using FRAPS and pcsx.


Direct download links:


Please download 60fps and/or h264 encoded files only if you are sure your computer will be able to handle them. For older machines, use of 30fps avi version is advised.

If you have problems with playback, use one of these:

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60 frames per second mp4 (http://www.multiupload.com/Q930ZVCG9J)
(h264 2.5mbps 2pass aac 128kbps 60fps in mp4 container)

30 frames per second mp4 (http://www.multiupload.com/LG4RLQ5RB1)
(h264 1.5mbps 2pass aac 128kbps 30fps in mp4 container)

60 frames per second avi (http://www.multiupload.com/RYZGBZI2VE)
(xvid 2.5mbps 2pass mp3 128kbps 60fps in avi container)

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(xvid 1.5mbps 2pass mp3 128kbps 30fps in avi container)


Special thanks:


LordPangTong for his help and hints for trickier combos.
Ikusat for making his Ciel, Hisui and Aoko video tutorials, that were the inspiration for this video.
Last, but not least, http://meltybread.com/ for existing.
: Re: H-V Akiha Strategy/Tactics Thread
: Kiiroe April 13, 2010, 01:32:09 PM
cool tutorial, I dont really know anything about V.akiha but looks like I might have to try her out
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun May 09, 2010, 09:08:36 AM
Hey there, some updates!

First, after practicing the random shit into Momiji combos relying on 5a whiff 6aa 6c, it seems 5c4c2c is a better starter than 4c5c2c due to one less reverse beat.

As we all know, in Melty aerial counters are your friend. The fullscreen Momijis work from jb or jc air coutners, netting 5k+. In order to work from ja, you need to have forward momentum, as otherwise they fly off too far away.

Also, if you are near the corner with your back to it, you can go for this combo:

2a5c4c5a6aa 4c5c2c 5a (whiff) 6aa 6c 66 2c623b 4c2c623b (x2)

It does 4723 damage as opposed to 4782 if you go for 6c 66 5c4c2c without 6aa loops (tested on VSion), but nets a whooping 142.5 meter, while the other one gives 123. This actually gives more meter than the 6c loop, which totals in 135.8 with two Momijis in it. The timing is kinda easy once you get the hang of it.

The only thing that can't link into a Momiji is j22b, haha. It is really nice that she has these high meter building and long combos, so that while doing them VAkiha can get her red life back.

To whoever's gonna main her at Evo - grind dat 6aa 6c! And good luck! :)

EDIT: Going for 2a5c4c5a6aa 4c5c2c623b 4c2c623b (x2) from around midscreen nets 5110, this has to be her highest damage combo from 2a. Damage climbs to 5231 if you go for aircombo ender.
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya May 09, 2010, 02:34:04 PM
it seems like the more meter you have, the more meter a combo will generate. too lazy to test this though. i think you can also squeeze out more damage on the last momiji rep with 4c2c2b5bb623b but i dont know how the comparison in meter is.

off of CH jA iirc i think i've seen shuu in the recent 23on23 airdash forward whiff jB and use 4C to catch them
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun May 09, 2010, 05:10:26 PM
Yes, meter gain is kinda strange, but these meter values I gave are from 0 meter onward with no EX moves done beforehand, so they should be valid. I've seen the 5bb in the last Momiji, but I haven't tested it on PS2 ver, when I have the time I'll doublecheck it.

Also, can you give a link if you have it on hand for that 23 on 23?
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya May 09, 2010, 07:21:40 PM
i lied it was ch j.b airdash whiff j.a
http://www.youtube.com/watch?v=mhBTQwm82gQ#t=4m00s

i think on most chars you can do 2b5bb but you need enough hits for gravity to kick to do this ender so you need a full starter its not something you can do off of like ch j.b 2c
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun May 10, 2010, 08:57:41 PM
Thanks for the link.

I tested 5bb some. In standard loop off 2a without 6c you can easily go for it, on the last rep 4c2c5bb (can't get 2b to hit), but it doesn't seem worth it. 18 damage less for 3 more meter. xD
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya May 10, 2010, 09:05:52 PM
i think you need the 2b (delay it) :D
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun May 10, 2010, 09:39:07 PM
Yup, delay does it. Still not worth it though.

4c2c2b5bb ender
4903 damage
110.2 meter

4c2c ender
4919 damage
105.7 meter

Still it's +style points. VAkiha has a lot of these really flashy "danger of cool things" moves you can wow the crowd with, but dropping them might cost the match. For example I wouldn't normally go for a 6c loop, but shield into fullscreen Momiji really boosts her game, and is worth it to try, as oki off her airthrow sucks anyway.   :-\
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya May 11, 2010, 12:05:58 AM
its ok ill take my style points and 5 meter. if i want 16 damage im going for an air combo
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun July 11, 2010, 02:25:55 AM
I've finally found out how to do a post-momiji crossup! I don't know the theory behind it, but it works!

Near corner:

2a5c4c5a6aa6c dash under 2a (whiff) 5c2c 5a (whiff) 6aa6c dash 2c623b 4c2c 623b

When VAkiha has finished her last Momiji, do an IAD right over them and then immediately cancel it into another airdash. VAkiha should be landing just as they are getting up, and ends up on their other side for reasons unknown.  :psyduck:

I believe the setup won't work with another 2c 5a (whiff) 6aa6c added, because then it will bring VAkiha too close to them in the momiji loop and she is going to push them all the way into the corner.

Here's a video of me doing it. Sorry for crappy quality and evil reflection, but I'm away from my PC. (http://www.youtube.com/watch?v=o2Igkoj8TWs)

EDIT: I believe the reason for the crossup is that the enemy is with their back to VAkiha during the end of the combo.
: Re: H-V Akiha Strategy/Tactics Thread
: Lord Knight July 13, 2010, 04:47:15 PM
It's because you get backturn knockdown. When backturned, you can always cross up.
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun March 15, 2011, 10:02:20 AM
http://www.youtube.com/watch?v=_THSdAUZJuE#t=10m40s

OK, how the heck do you get crossup post Momiji?!  ???

I guess it has something to do with the positioning 5B gives you but I can't replicate it.  :-\
: Re: H-V Akiha Strategy/Tactics Thread
: dakanya March 15, 2011, 10:24:55 AM
well if anything i think it would be related to ries' slow wakeup time but i dunno really
: Re: H-V Akiha Strategy/Tactics Thread
: noizneko June 16, 2011, 01:19:44 AM
so I'm not 100% sure if what I'm about to describe is at all relevant/worthwhile/possible, so apologies in advance if I waste your time.

using variant 2a starter momji loop that does about 5518 dmg on v.sion for reference.

236C psuedo-reset/guardbreak:
...2 reps momiji > 4C > *slight delay* 5A > 5C > 236C..
guard break with 5C > 623B > 4C > 2C [623B or 5BB aerial]

after the wall bounce, they are forced to respond to the 236C which if blocked leaves them in the air long enough for you to recover and break their guard with air-unblockable 5C. different things happen depending on opponents tech choice before super, so for convenience I outlined what I've found out. (note that when the opponent chooses not block the super, you omit the 5C guard break and go straight into 623b or w/e specified)

neutral tech: the anticipated situation
block+guardbreak = 5291 + 4295
no block =  5291 + 4095/???
[when anticipating a no block you can omit the 5C before the super for full combo reset]
* if timed correctly opponent cannot ex shield the super

forward tech: weird stuff
block+guard break = 5048 + 4157
[must omit 5A>5C for guardbreak to be possible; on some characters (w.len for example) I've experienced situations where the followup 5C faces the wrong direction. this is solved by walking back slightly before doing the 5C guardbreak.]
no block = 5291 + 2468
[must confirm super hit straight into aerial combo; works on all characters I've tested except that you must omit 5C before super for wara]

back tech: nothing unusual
block+guard break = 5291 + 4104
no block  1) 4C>5A>5C for easy aerial route
               2) omit 5C for 623B route

no tech: free full combo reset for stupid dmg
* opponent cannot ex shield or block
: Re: H-V Akiha Strategy/Tactics Thread
: Funky-kun June 16, 2011, 03:52:39 AM
First of all, I am very curious how you get 5.5k on Vsion starting from 2a. :mystery:

The guardbreak setup works well and all, but it fails if they do not tech. After 2 reps of Momiji the 5C wallslams them, making them invincible until they tech because of the 3 wallslam rule.
: Re: H-V Akiha Strategy/Tactics Thread
: Nandeyanen June 17, 2011, 04:26:40 PM
http://www.youtube.com/watch?v=_THSdAUZJuE#t=10m40s

OK, how the heck do you get crossup post Momiji?!  ???

I guess it has something to do with the positioning 5B gives you but I can't replicate it.  :-\

It's possible that Ries just moved forward on wake up after V.Akiha super jumped.