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Atlas Academy > Akiha Vermillion

H-V Akiha Strategy/Tactics Thread

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LordPangTong:
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?

mir:
<---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.

sevalle:
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?

LordPangTong:
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.

Lord Knight:
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.

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