Melty Bread Forums
Atlas Academy => Melty Blood: Actress Again => Akiha Vermillion => : Lord Knight October 22, 2008, 10:41:18 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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OK, forgot to add my V Akiha notes down, so now's the time to do it. I played a lot of H, and a bit of C and F.
Full is fucking boring as hell, all you do is camp pillars and she can't do cool stuff with her pits like Akiha. Her j236 is cool and you can get cool mixups of it. She can stay in the air for hella long though, with airdodges, j236, pits and pillars. I only got to play her like twice but it's a lot of pillar camping at the moment.
Bread and Butters:
2A 5B 5C 2C 3C sj8 jBC dsj8 jBC airthrow
2A 5B 5C 2C 3C sj8 jBC sj9 j236C
2A 5B 2C 5C IAD jC land jC dj jC airthrow - Midscreen to corner.
2A 5B 2C 5C IAD jC land jC dj j236C - Midscreen to corner.
Corner combos:
5B 5C 2C 623B 5B 2C 623B 5B 2C 623B
5B 5C 2C 623B 5B 2C 623A - Can follow this with some sick oki that I don't know how to do yet, lol.
j236C is untechable knockdown, can get some nice mixups. She can do a ghetto sandoori with airdodge, but I haven't practiced it. I think it applies to everyone.
She has a new moveset (obviously). I'll edit this post with info later.
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Half moon is the other possible choice for V Akiha. It would be perfect, except for her j236 is fucking bunz. You stop in midair and set up a fire orb that goes off forever later, and it's so easy to get CH off of. However, it's good to use TK8 flame orb for a meaty. Flame ribbon is. . . 236A on the ground, an automatic and FUCKING SLOW tk. She has a new jC, a bit of a love/hate relationship with this move. It's as abusable as AkihaH/F jC, but it doesn't untechable knockdown. I guess the trade off for the shitty j236 is her auto ignite pits, which are good, but doesn't substitute a MAJOR loss of aerial mobility by losing the ribbons.4
BnB's
5C 4C 5A 6AA 6C dash 2C 623B 5B 2C 623B 5B 2C 623B - This works anywhere! Gdlk combo, lots of DAMAGE.
5C 4C 2C 5BB sj8 jBC sdj8/9 jBC airthrow - you know the drill.
4C 2C 5C IAD JC land jC sdj8 j BC airthrow - Midscreen to corner in case you hit confirm strangely.
Corner combos:
5C 4C 5A 6AA 5B 2C 623B 5B 2C 623B 5B 2C 623B - New momiji loop, coolo.
5C 4C 5A 6AA 5B 2C 623B 5B 2C 5C 2C - Half momiji.
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Crescent is the most disappointing. It's our good old V Akiha but she's been nerfed. Her throw recovers less health than the other modes (even though it's slight, it matters). JC IS TECHABLE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAGH.
Combo's are all the same, just replace momiji stuff with 5B 2C.
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Damn... Her loss of the old j.c is upsetting... no more crazy otgs, I guess... D=
I had wanted to learn F-V Akiha, but if all she can do is camp with charged pillars, I may have to reconsider... (I thought it was strange that Satoken chose Half Moon style...)
What is V Akiha's new 3c command that you use in the Full Moon BnBs?
Now some questions I have...
-Are momiji loops still possible to do without the 5b before the 2c?
-Is the old full-screen momiji loop still possible?
-Is her new 236a in Half Moon style useful?
Thanks for all the info, LK.
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Loss of her old jC is very upsetting, but at least she's getting that meter back from her combos (especially in H).
3C is just a substitute for 5BB.
Yes, those are still possible, but pretty hard, and only for the first rep. After that it's just easier to use some filler attack like 4C or 5B, followed by 2C. If you could do variant loops already then these aren't too hard.
I haven't tried the old full screen loop but I question whether it works because of the expanded size of the stages. But who cares, she has meterless fullscreen loop anyway.
236A in H sucks.
I'm gonna write up a post specifically about H pretty soon.
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Damn... how surprising that Half Moon seems to be V Akiha's best groove... :-[
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The fullscreen combo for hm v akiha is 5c 4c 5a 6aa 6c etc or 5c 4c 5a 6aaa 6c?
I did 5c 4c 6aa 6c and it doesnt work. Am i too slow or must u use 6aaa if the 5a is not input?
Is the timing for 2c after the dash strict cos i cant seem to get it right.
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I haven't actually played the game, but through observation of many videos, I'd say it's 6aaa. (I count three hits that are new to her moveset since MBAC in that combo, so yeah)
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The fullscreen combo for hm v akiha is 5c 4c 5a 6aa 6c etc or 5c 4c 5a 6aaa 6c?
I did 5c 4c 6aa 6c and it doesnt work. Am i too slow or must u use 6aaa if the 5a is not input?
Is the timing for 2c after the dash strict cos i cant seem to get it right.
The thing about 5A 6AA/ 6AAA are that they're the same thing. Technically it's 5A 6AA cause the first hit is the same as 5A, but it's a lot easier to think of it as a 6AAA 3 hit combo because you do have to have that first hit for there to be the different other 2 hits.
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I see. Thanks a lot. But the timing to connect 2c after the dash is hard to get. Always cant get it down. Any tips?
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Can't really helpyou, just got to get used to iit. If you could do it (and its varients) in MBAC, you can do it in MBAA.
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Half Moon looks kind of interesting, but not too much.
I think with V.Akiha mobility, and her odd zoning tools, she might turn out to be decent at keep-away. I saw a H-V.Akiha trying to play keep away, but the player was kind of awful and died horribly.
Full Moon is pretty popular, it seems, but she seems kind of boring. Maybe. A lot of her j.236A/B/C options are kind of boring looking. Easy momiji variants is always fun to watch though. BE214B is gdlk looking, but I imagine you know better than me.
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http://www.nicovideo.jp/watch/sm6356185 Hot H-V Akiha combo at 14:09... looks like you can do 6c loops with her...
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Good things about that combo:
1. IT DOES RED DAMAGE OMG FINALLY.
2. More damage that normal loop.
I'm gonna go ahead and assume you can hit confirm into that from midscreen.
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http://www.nicovideo.jp/watch/sm6911522
Some pretty beast V Akiha play here. H-V Akiha (Satoken?) fights F-V Akiha in the second match... Some interesting loops and tactics in this vid. Looks like F-V Akiha's 236c can serve as a launcher.
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http://www.nicovideo.jp/watch/sm6911522
Some pretty beast V Akiha play here. H-V Akiha (Satoken?) fights F-V Akiha in the second match... Some interesting loops and tactics in this vid. Looks like F-V Akiha's 236c can serve as a launcher.
At 11:46, F-V Akiha does auto-flamepit after 623c. Makes for interesting combos, don't you think?
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http://www.nicovideo.jp/watch/sm6911522
Some pretty beast V Akiha play here. H-V Akiha (Satoken?) fights F-V Akiha in the second match... Some interesting loops and tactics in this vid. Looks like F-V Akiha's 236c can serve as a launcher.
At 11:46, F-V Akiha does auto-flamepit after 623c. Makes for interesting combos, don't you think?
Ehh it's creative, but the damage is pretty sub-par.
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Yeah, just realized that the number of hits will rape the damage. Still, looks pretty as a finisher =D
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http://www.youtube.com/watch?v=IDiR8mWvMOc&feature=PlayList&p=31854D7665E49F8C&index=0 Satoken is amazing...
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I'm gonna be honest, that F-Ries doesn't look like she knows how to play the character.
Satoken is not impressing me as much as he did back when he nearly won SBO. I haven't a clue if he should be or not.
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http://www.nicovideo.jp/watch/sm7144517
Cool F-V Akiha combo at 1:56 involving 236C. Does about 5K midscreen :o
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WTF happened at 5:06?
http://www.nicovideo.jp/watch/sm7580460
Infinite blockstring...?
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I was practicing combos in training mode when I noticed that including 4c in my 623b loops lowered the damage total ???
corner:
5c 4c 6aaa 2c 623b 5b 2c 623b 5b 2c 4c j.abc dj.bc throw
25 hits, 5924 dmg on H-Nanaya
5c 4c 6aaa 2c 623b 5b 2c 4c 623b 5b 2c 4c j.abc dj.bc throw
27 hits, 5905 dmg on H-Nanaya
fullscreen:
5c 4c 6aaa 6c (66) 5b 2c 623b 5b 2c 623b 5b 2c 4c j.acb dj.ac throw
27 hits, 5082 dmg on C-Ciel
5c 4c 6aaa 6c (66) 5b 2c 4c 623b 5b 2c 4c 623b 5b 2c 4c j.acb dj.ac throw
31 hits, 5044 dmg on C-Ciel
According to frame data, Vakiha's 4c is not supposed to prorate, can anybody explain why omitting the bolded 4c will increase my combo damage?
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eh why end with air combo on the loop?
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If you can hit 5B consistently after 623B, why not try this?
2AA 5C 4C 2C 623B 5B 2C 2A (whiff) 4C 623B 5B 2C 2A (whiff) 623B
It should alter their height a little bit so that both hits of 4C and 623B will hit. Not to mention it looks impressive. Keep in mind by that point in the combo, proration is so high those reverse beats of 2C 2A don't actually lower proration.
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kk thanks for the clarification, really disappointed to find out that the effort to include the delayed 4c is totally useless save the meter gain :(
@mir: the air-combo ender is for killing of the opponent's last bit of health, since it does about 700 more damage than another loop of 623b at the expense of okizeme. The frame data dosen't include the exact number of +frames for air throw, but its almost negligible :(
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Actually I find that using the 2A whiff in Benny1's post gives more damage than a combo without 4c. Let me post my numbers once I test again.
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Like I said, by that point in the combo, your proration is so high reverse beats don't matter, and since the whiff makes them lower so that both hits of 4C and 623B hit, it should be adding damage.
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http://www.youtube.com/watch?v=eTSqd7AsjyA&feature=channel
PSSSSSSSSSSSSSSSSSST
My true main got banned so I got angry, mashed buttons and this came out.
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8.2k, wicked :psyduck:
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Nice.
~M
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Jesus I had no idea what was going on awesome
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That combo looks cool, until you actually try to do it. :emo:
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I swear to god this combo is possible:
2AA 5B 5C 4C 5A 6AA 5A 2C 2A whiff 5A 2C 2A whiff 4C 623B 5A 2C 2A whiff 4C 623B 5A 2C 2A whiff 4C 623B.
I swear.
Farther I have gotten is the second 5A 2C 2A whiff before the first 623B, forgot to do 4C, did 623B instead, and dropped the 5A after landing.
EDIT:
I want to make a CMV of this shit.
2AA 5C 4C 5A 6AA 2A 2C 5A (whiff) 2A 2C 5A (whiff) 6AA 6C dash 2C delay 623B 5A 2C 2A whiff 4C 623B 5A 2C 2A whiff 4C 623B.
Feasibly possible, works only on Sion TATARI, Nanaya, Ciel, Sion, Akiha, Akiha Vermillion, Mech-Hisui, Seifuku Akiha, Hisui, Kohaku.
Midscreen only, obviously. 5A 6AA 2A 2C 5A whiff 2A 2C 5A whiff 2A 2C 5A whiff works on some of those above characters, not on all of them though.
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Could anyone please post/explain the 6C loop combo string please?
On a shitty comp atm, so comp's really jerky while playing youtube vids atm.
Thanks in advance
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As far as I know, the 6C loop is impossible in the PS2 version!
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As far as I know, the 6C loop is impossible in the PS2 version!
Are you fucking kidding me. I need awesome looking 6C loop pls :(
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As far as I know, the 6C loop is impossible in the PS2 version!
Are you fucking kidding me. I need awesome looking 6C loop pls :(
The 6C loop does not work with Original game balance.
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As far as I know, the 6C loop is impossible in the PS2 version!
Are you fucking kidding me. I need awesome looking 6C loop pls :(
The 6C loop does not work with Original game balance.
God, i only started VAkiha because the 6C loop looked so fucking awesome.
Now that's great..
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spend a few hours trying to do this instead: 2AA 5C 4C 5A 6AA 2A 2C 5A (whiff) 2A 2C 5A (whiff) 6AA 6C dash 2C delay 623B 5A 2C 2A whiff 4C 623B 5A 2C 2A whiff 4C 623B. Midscreen, of course.
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That combo is not worth the execution. Learn full screen momiji loop and corner momiji loop and you'll be fine.
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I was attempting a variation of Benny1's loop:
2AA 5C 4C 2C 623B 5B 2C 2A (whiff) 4C 2C 623B 5B 2C 2A (whiff) 4C 2C 623B
I can't get the bolded 2c to come out, although by right it should since there is already a whiffed 2a... or am I missing something? ???
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Won't work, you're cancelling the recovery of the 2A into 4C, not waiting for 2A to finish then 4C. They fall too fast to do that.
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C-V.Akiha tech, not sure how practical it is.
2AA 5C 4C 5B 2C 623B 4C 2C 236C 2C 4C 5BB 2A (whiff) 5BB 623B 4C 2C [5BB 2A (whiff)] x 9 5A 5BB 2A (whiff) 5A 5BB 623A
Requires 20% meter to begin, net gain of 143% meter.
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C-V.Akiha tech, not sure how practical it is.
2AA 5C 4C 5B 2C 623B 4C 2C 236C 2C 4C 5BB 2A (whiff) 5BB 623B 4C 2C [5BB 2A (whiff)] x 9 5A 5BB 2A (whiff) 5A 5BB 623A
Requires 20% meter to begin, net gain of 143% meter.
C-V Akiha is not practical.
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j.C being techable does nothing but present tech punish opportunities. Do a momiji into a pit setup into another momiji which you end with an air combo. Enjoy your free tech punish. Also if you aren't being dumb you will be able to tech punish any tech in the corner.
Also, IAD.C cancelled into j.236A isn't bad.
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V Akiha needs j.c's old untechable knockdown because it gave her momentum to work with. Now that it's techable, she can't get momentum outside the corner. Because stages are larger, a simple j.c won't put your enemy down in the corner as much. Even if her new j.c presents decent tech punish opportunities in the corner, the problem is getting them there.
V Akiha's other two grooves have waaaaay more going them.
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V.Akiha's airthrow gives you momentum midscreen? News to me, actually.
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V.Akiha's airthrow gives you momentum midscreen? News to me, actually.
It doesn't. The other styles just have better shit to work with.
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actually what i do for c-vakiha from midscreen hitconfirm (or even h-vakiha if for some reason i already used my 5a such that i can't follow up with 6aa) is to just drop the air combo and do 2c 623b (dash) 214[a]. I just need to make sure that I cancel the dash into 214[a] at the correct spacing so that its dp safe and the flamewall will reach the opponent just as he's waking up.
only downside is that its a free ex-hiero punish for c-ciel and h-roa, if not most other characters will be forced to backdash (into the corner) or block (and get pushed into the corner). attempts to jump out will result in mid-air guardlock and free unblockable 4c into another 623b (loop if close enough to the corner).
yeah... so basically imo c-vakiha should just avoid doing air combos unless going for the kill (applies to h-vakiha as well)
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Hey, is it true that V. Akiha is the toughest (In terms of being able to take the most punishment) character?
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You got it reversed. Tohno Akiha has the highest defense. V.Akiha has the lowest. Go do some testing on your own and see the vast difference.
Random Edit: Starting a new page twice in a thread ftw~
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Hmm, I'm having a bit of a problem with the corner game. Say I get a hit in, drive to corner for a loop, following it with tk-ed A-puffball. When I try to iad jC->dj->jA->jC->dash jC, it doesn't come out right if the jA wiffs, but getting the jA to connect is kinda hard. I can do the wiff jA->jA->dash jC though that is somewhat easier to read since she jumps a bit higher. What do you guys do for the H-Vakiha high-high mixup?
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C-V Akiha is not practical.
Could you elaborate on this? I haven't touched V since a few games back, what makes her C-moon bad in this game?
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C-V Akiha is bad because she's MBAC V Akiha, but with several nerfs. They include:
-Her J.C is now techable
-She lost her good Arc Drive
-236C is nerfed from MBAC
-Momiji loop damage is lower
When her J.C gave an untechable knockdown, V Akiha had no problem setting up strong oki/momentum from anywhere on screen, and was easily able to pin her enemies in the corner. However, this is not the case anymore, and it hurts her game considerably. Not to mention, she loses her great EX-grab AD from MBAC, and her 236C loses its trading abilities.
What does C-V Akiha gain? Air pit activations.......... :toot: Her J.C is also now special cancelable, which is kind of cool but doesn't make up for the loss of the untechable knockdown.
H-V Akiha plays similarly, but has a better J.C, better momiji loops, and is just better in general. If you're choosing V Akiha, go with H or F.
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That's pretty harsh.
Are there ANY reasons to play C moon? I mean, any?
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Are there ANY reasons to play C moon? I mean, any?
Her air ribbons are pretty much her only nice trick.
I was playing around with C recently for fun (and coz I was hyped about her MBAACC jC being untechable), and I have a technical difficulty playing her. I can't seem to get tigerknee 22 b/c's right, because when I input 282 b/c I get a superjump tigerknee, which I believe has slower startup. Is there any other way to input it?
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Input for TK ribbons is 2369A/B.
Is there any reason to play C-V Akiha? If you can get them in the corner with the momiji loop and set up a pit, she's got decent oki/pressure games you can run, but good luck succeeding in doing that.
My previous statement remains; play H or F.
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I bet C-VAkiha will be more viable after the update.
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Input for TK ribbons is 2369A/B.
Mat, not ribbons.
27/92, 227/9 should work. Using 9 will still make you super jump but it's faster than 8sj.
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This probably doesn't apply here (which is good) but one of the things I hate about TKing pits is that its easy for me to mess up with normal Akiha and get TK 2C, and vise-versa. I'm guessing VAkiha doesn't have that problem.
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Input it faster or use 227 instead
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Well, here's my best stab at it. I'm no expert in Japanese, and someone should really clean these up because odds are they're more knowledgeable than I am. To put it bluntly, there's a good chance these translations are fucked up at some level, but I'm doing my best.
Akiha changes (Full-Moon Style):
- 421A can no longer be EX-canceled.
- 421B has 2 frames more delay.
Vermilion Akiha changes:
All Styles
- 6C Damage protration changed from 75% to 85%.
- 623B first two hits damage changed from 400x2 to 500x2.
- 623B damage protration set to 70%, VS damage strengthened.(?)
Crescent-Moon Style
- j.C "easy correction"? (Not quite sure what this means; someone better than me do this please)
Full-Moon Style
- BE5C stiffness reduced 3 Frames.
- Air 214 landing stiffness added 2 frames.
Half-Moon Style
- 6C Tech inefficiency added 1 frame.(?)
Again, no guarantees these are 100% accurate, but I'm pretty confident I'm at least in the ballpark.
Allow me to correct you then (to the best of my ability). In summary, V-Akiha got buffed overall and F-Akiha got nerfed. I think I have one or two mistakes, will edit
F-Akiha:
421A can no longer be EX cancelled
421B's startup has been increased by 2f
V-Akiha(all):
6C corrects the proration to 75% and multiplies by 85% (I dont get it)
623B damage increased from 400x2 to 500x2
623B's final hit corrects the proration to 70%, VS damage increased
C-V.Akiha:
J.C is easier to cross up with now
F-V.Akiha:
BE5C's recovery has been shortened by 3f
j.214's landing recovery has increased by 2f
H-V.Akiha:
6C received +1f of hitstun (untechable time)
hmm, so C-Vakiha got a better j.C (I hope its like F-miyako's j.B lol), but is it still techable?
also, I'm reeeeaally hoping that they buff H-Vakiha/Akiha's ground & aerial 236 moveset (like reducing startup time for starters)
for the proration values of 6C, I'm guessing they meant that initial proration will be 75%, and every hit after that will have cumulative proration of 85%, eg. 1st hit 75%, 2nd hit 63.75%, 3rd hit 54.1875% etc. Which if I'm right means a major damage nerf for 6C combos? (This is extremely worrying for H-Vakiha coz of her 6AAA -> 6C comboes)
also, 623b currently has zero proration, so making it prorate 70% at the end would also mean a damage nerf in momiji loops despite the initial damage buff :emo:
(currently momiji damage output is 400dmg X2hits 600dmg X2hits, total of 2000dmg and 4 hits)
my current impression is that H-Vakiha took a hit due to the (supposed) damage nerf for 6C and momiji loops, hope that I'm wrong though
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So it seems like H-V Akiha's 6C loop will be easier to pull off, (due to extended untechable time on hit) but will do even less damage. As is in the console version, the 6C loop is inferior to the momiji loop. Now it seems like they're telling people to stop going for it all together. :psyduck:
5[C] reduced recovery time for Full is pretty hype though! :fap: (I hope she's not ruined by increased recovery on air pillars....)
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Seems like they're doing a lot to make sure VAkiha isn't too high in the tiers. :mystery: The stuff about C sounds a bit better, but I can't really get too excited about it as we're using the PS2 revision over here so anything different made to CC won't affect us.
How good was VAkiha back in AC? Did she have something really good back then or some kind of stigma to get the untechable C taken away, etc.?
Just curious.
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Vakiha was probably A tier in MBAC, she is the only character other than Sion (S tier lol) that got into the SBO finals twice, first with satoken in 2006 and again in 2008 when Kou won SBO with her.
Her untechable j.C was the key to her oki (it was the only reason for her side-switching air combo). She could also otg the opponent for up to 80+% meter after j.C knockdown, and this was one of her main source of meter. Not to mention how much better her old 236C, air grab and arc drive was compared to C-Vakiha now.
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ps as usual her corner j.C tech game (which is mindblowingly easy, mash 5C) has been completely ignored out of crescent moon but okay!
Anyways yeah Crescent moon at this point is ass midscreen and is better than half in the corner because she has tk flametongues. But ass midscreen takes away from that.
Also she was really good in MBAC ver.A (which Satoken played) and I believe she was nerfed in ver.B. I could be wrong though.
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IIRC the nerfs in ver.B were very slight... slowing her dash by 1f etc...
Overall IIRC she got buffed since the modified hitboxes let her momiji loop everyone much more easily.
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With C V-akiha jC changes to allow easier crossup, I sincerely pray that it will be easier for her to get her damage in now. With the current MBAA ver A jC, the hitbox is smaller than her H counterpart which is much more easier to crossup opponents with.
Other than that, I prefer C for all the weird stuff she can do. Flame pits and flame tongues in the air helps her oki games alot.
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I won't lie, flametongues are very good and you shouldn't discredit them. It's just yeah, j.C crossup has sucked so far in MBAA, and though it's not a good mixup, it's useful, and the lack of midscreen knockdown (because fuck airthrow) is painful.
I do love Crescent moon style flamepits too, but it's really not worth comparing them to half moon flamepits because the entire point of them is very different.
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C Vakiha is the most corner dependent of all the 3 styles, relying mainly on 623C for corner momiji with crap damage, or jC which shouldn't be used if you cant tech punish...
Stages are bigger, too, and this makes getting that corner setup even harder. tk flame tongues are as good as before, and are sligthly better as zoning tools now.
j236B can combo into ad jA on CH2, but i'm not too sure on how reliable it is. I guess it could be used to punish AA moves, such as C-Nanaya 236 series, Akiha 214, wlen 236B (unless she's less vulnerale during it)...
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Regarding the j.C discussion...
(http://i95.photobucket.com/albums/l127/Funky-kun/vakihajccomparison.png?t=1268172642)
PS2 C-Vakiha on the left, Arcade C-Vakiha in the middle, H-Vakiha on the right. (no change Arcade -> PS2)
It is very possible to use PS2 C-Vakiha j.C as crossup, and I have had success hitting things with it that H-Vakiha's j.C could never touch, for example Nero 4C from a big height.
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uhm it would seem that C-V.Akiha's J.C got buffed in PS2, there is a change. Look at the red hitbox jutting out on the left side.
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That's what I was suggesting. H's j.C is still better for the sole purpose of crossups, but if it wasn't for the techable knockdown, crescent would have had the superior aerial tool. Seeing that they aren't giving crescent her MBAC j.C back, maybe we could hope for something like knockdown from it, but putting them in non-OTG state?
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Who cares if it crosses up when it's not jump cancellable. :(
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Good point, I knew I was forgetting something. -_-
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Derp. The aforementioned changes are already in effect for the Arcade -> PS2 Ver. release. It explains why her 6C loop isn't as good on Console. :psyduck:
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Random discovery about H-Vakiha's pits: like every attack in the game, they are +meter for your opponent when blocked. But the last hit of the pit drains meter! 22a/b are both -1.4 meter on block, but 22c is +2.8 for the opponent. Note that it gives more meter than just +2.8, but at the last hit, meter is subtracted.
So yeah, if you see them with 100.5 meter and don't want them to heat, pit them for a surprise! Muhahaw. >:3
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Yo kinda new to meltyblood played a bit of warc back in AC to rape some scrubs in casual but with AA being official at evo and hearing AA wasn't as much of a A fest as the previous games i decided to give it a go. I'm liking it quite a bit and want to main V.Akiha as i'm doing pretty well with her now that i have her combo's down but i can't decide between F and H.
F has terrible rushdown but puff ball makes for some gay runaway.
Seems to perform better than H against non-top tiers as Nero,Kohaku, and Mech hisui still have a pretty easy time swatting me out of the sky though puff ball makes it pretty hard for them and her mid screen damage and oki options are clearly inferior to H.
H seems to have less advantageous matchups but generally performs better against the top tier as you can pressure them and once a character is knocked down it doesn't matter how good anything they do is except their reversals which all seem easily baitable in this game. main reason i'm enjoying F is that her 3C is pretty good anti-air except against certain characters like Len >.< and Nero >.<. What is good ways for H to deal with careless jumps? I'm having a hard time with H against Arcuied with people just spamming j. B and j.C as they beat me clean in the air and i can't anti-air them well from the ground.
Seems H is better overall to me but the tierlist ranks F higher and i see a good mixture of both.
Also wtf are you supposed to do against F nero? that floaty sparrow is ridiculous I can do ok once i get a knockdown with H but F seems pretty fucked since she can't rush that shit down.
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One of my friends plays C/F Nero and I think I have some experience in the matchup, so I'll try to give some tips. Possible antiairs:
5D - Although it hurts if they bait it, if used sparingly 5D with you in the corner turns the game around if it hits successfully. I do 2C 5BB jBjC dj jB airthrow, and now you've got them cornered. The airthrow doesn't give that much advantage, but you still have options to keep them in the corner.
2C - I stubbornly continue to use this, unfortunately it has around 1% success rate against Nero jB. Not recommended.
623A - If you can input it fast enough on reaction you can at least trade with jB, which should reset the game to neutral. It is supposed to have upper body invincibility, but I am not sure about frame data.
214A - Works only on really lazy jumpins, as its startup isn't that fast.
For me, F-Nero is kinda easier than C, because he lacks the HEIL HITLER WOLF (5B) and slime is not as bad as deer. There are two kinds of slimes - one disapperas if Nero is hit, the other one stays, but moves relatively less. If Nero is far, the "little slime" should be no problem, and the big one can be removed if you hit or throw him. If he has the one that stays after he has been hit, you can do a jC airdash jC jump jC airdash jC to stay on his head while the slime disappears.
As far as Arcueid goes, I guess you should rely on your zoning tools against her (pits and pillars).
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I will elaborate on your antiair options....
5D has a better chance of working if they've exhausted their jump options and if they don't have an air dodge
2C is indeed pretty bad here...
623A the first hit is air unblockable, the second hit is NOT. and yes it has upper body invul.
backdash can also be a viable option
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4C
:teach:
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4C is great for stuffing attacks on the ground... and wow what a cheater, h-aka gets another hitbox that extends to her hair, half way to her hairband. 2f slower than C-Akiha's 4C but wow the hitbox is way better for antiair
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F vakiha has excellent rushdown.
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What's F's general methodology? All I can really do is flitter about fishing for counterhit j.B and flameribbons.
~M
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F-V Akiha's general strategy is to tie her enemy down with ribbons, puffballs, and air dashes til she gets a knockdown, then enjoy your ez mode pressure/damage. :toot:
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F doesn't seem to have many if any oki options without ending a momoji loop but she can't do that very easily like H-Akiha. Is there a way of setting up knockdowns without air throw outside of the corner for more than 2.5k dmg?
General F strategy i'm using is fairy till i get a hit and make it count, but having problems being proactive as my offense isn't very tricky as I lost 5B, Auto-ignite flamepit, and guaranteed 4k dmg ending with momiji loop wakeup options.
Is there a way of setting up guaranteed corner pressure with F?
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F doesn't seem to have many if any oki options without ending a momoji loop but she can't do that very easily like H-Akiha. Is there a way of setting up knockdowns without air throw outside of the corner for more than 2.5k dmg?
General F strategy i'm using is fairy till i get a hit and make it count, but having problems being proactive as my offense isn't very tricky as I lost 5B, Auto-ignite flamepit, and guaranteed 4k dmg ending with momiji loop wakeup options.
Is there a way of setting up guaranteed corner pressure with F?
Off of a momiji loop, throw down 1 or 2 pits, then dash in and pressure from there, shit is gdlk. If you don't want to do that, just wait, and do puffball oki. 623B gives you plenty of time to set up any angle of attack you want, and then you can just run with it. Outside of the corner, just go for air throw. After the throw, dash up meaty to make them respect, and then start using dash J.2369A/B. Puffball oki forces your enemy to block. Anything else will get snuffed. (Except something like SAkiha's 623C or other bullshit reversals)
Your strategy for F-V Akiha should be to throw out pillars and work under cover of them. Her J.B is great for getting air CHs, and her J.C has a nice large crossup hitbox. Use her air normals to your advantage all the way. Once you get them to start blocking, you can't try and pressure them the same way you do in H/C Moons. (Due to the loss of RBs and some normals.) Instead, you're either going to A) Make everything you do safe. (ie, end your blockstrings with 623A) or B) Stagger with 5B and try to catch jump outs/mashing with 4C.
Guaranteed corner pressure pretty much comes from puffball pressure, so just get them to block a J.236A, and then have fun making them guess what you'll do next.
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Don't listen to LPT he plays H :prinny:
Concept matches http://www.nicovideo.jp/watch/sm9108269
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F-Vakiha setups off Momiji loop:
standard 3x 623b loop -> sj forward j22a ja/jc when landing
I believe this is the default setup, it gives nice +frames to start pressure, air normal can be whiffed to go into low or bait reversals. If meaty jC is blocked, you can sdj forward [22a 22b] xN. Builds good meter, can try to sneak dash jC whiff 2a.
standard 3x 623b loop -> tk7j22b j214b just before landing
Another safe option. You are far away, so bunkers, reversals or heats will not harm you, and you still have +frames to continue pressure.
2a5b2c3c623b 2c623a tkj22a j236a/b -> double airdash crossup jc
Crossup seems pretty obvious here, however the good thing is that when crossup jC is blocked, you can go into j236a jc loop and mix it up from there.
Is there any other fancy setup or ambiguous mixup for F? Midscreen ending with j236a seems the only way, but I don't think it's worth it. Any ideas for the corner?
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Best F-Vakiha momiji loop setup is:
2a 5b 2c 3c 623b 2c 3c 623b 2c 4c(1hit) 227C j.236a/b
High damage + ambiguous left/right mixup because pit activation pushes the opponent just outside the corner before the j.236 knockdown
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standard 3x 623b loop -> tk7j22b j214b just before landing
Is there any other fancy setup or ambiguous mixup for F?
If you do the above setup and j236a as soon as you recover from pit it hits them, sets off pit, and you can tk 22c, 22b xn until you hit the ground. High j236a is also very safe. It'll whiff if they crouch but they need serious guts to crouch block FVakiha in the air and you retain a jump and an airdash if they do that anyways.
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I'm new to Melty Blood: Actress Again but since a couple of people actually have the game at the fight nights I go too I'm really wanting to learn how to play it. Mainly because I find the quick gameplay fun, and I'm a huge type-moon fan. While I don't have a japanese ps2 :slowpoke: I have been using the emulation to run the game.
I'm thinking that maybe that is the reason I can't get the momiji loop :( I've tried and tried, but I can't seem to do it, well I've done it once. The timing seems so ridiculous, or perhaps the emulator is lagging slightly which prevents me from doing it? Any tips.
Also I'm useing H-V Akiha, but since I'm new to the game I just made up my half ass'd combo that is
2A, 5C, 4C, 5A, 6AA, 2C, 5BB, j.B, j.C, J.C, Air Throw.
Depending on how many 2A's I throw in it seems to do around 4500 damage. Is their another combo I should do besides that one, if I suck at doing the Momiji?
And any block strings I might want to learn, though hitting the C's into 6AA seems safe on block especially if I cancel it into the pillars.
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assuming you get a proper starter but even in general, 4c momiji is really easy. if you are using the emulator, you probably want to time things earlier instead of visually confirming it because of input lag
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I'm using the emulator to learn too. FUCK. Input lag. Sahgren needs to invite me over so I can use my mbaa disk.
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@ Bloody Nights
No matter what the timing problem is, try this to pratice: 2C 623B (the earlier the better). After that is 4C 2C into another 623B. The 4C is your problem, right? Test doing 4C in all timings, from early to late. It's important that you hit the buttom only once while testing the timings. Like Dakanya said it's really easy. Inputing from early to late you'll find out there a lot of time it will work. Also, try doing the 623B's faster, if you're delaying it's bad because your opponent will fall faster and it will be harder for the 4C to connect. You might know this already, but always wait the 4C hits twice, then 2C 623B again. Good luck there.
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As Dakanya said, the easiest rep of momiji to learn is 4C 623B. Learn the timing for the 4C link and work from there. (if it's difficult, the problem is most likely your emulator =/)
The combo you made up is right in the beginning. Try confirming those 6AA's into 6C instead of 2C 5BB when you're midscreen. 6C lets your carry your opponent all the way to the corner so you can start looping. When in the corner, just do confirm into 6AA~ 2C 623B and start momiji looping. As for blockstrings, H-VAkiha has really free-form shit. 6AA into pillars is good, but if you get predictable with doing that you're going to get parried/countered. H-VAkiha has some good normals that will move her forward while you pressure, (a la 5B, 6A, 5C) so get used to using those together. Good things to keep in mind are: 5B is -1 on block, 5A is +1, and pillars are plus.
More info on everything here: http://mbaa.mizuumi.net/wiki/Akiha_Vermillion#Combos_and_Strategies_2
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I was actually doing 5B, into 2C, I'll have to try it the other way. Also it may be due to the fact that my ps3's D-pad has spoiled me slightly, I have a way easier time doing the DP motions on it rather than on a ps2 pad @~@ Thanks for the help guyz. Now I just need to figure out why all my jump ins get stuffed by air to airs, and what I can do against an opponent who won't stay grounded.
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Well, today I was practicing with F-VAkiha, and got to see some videos of Satoken. My question is:
http://www.youtube.com/watch?v=7wL_VZDVy3w&feature=player_detailpage#t=291s
At 4:51, How does he put and ignite flamepits so fast?. How does it work exactly?
If they're in blockstun pits ignite by themselves.
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Absolutely uber random F-Vakiha fact:
If you get a Half moon character while in auto heat into blockstun with any C normal canceled into pit (so that it auto ignites from the blockstun), the pit forces a circuit spark!
(tested via training mode with guard all)
Now, why this happens is beyond me. :mystery: Might have some applications.
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Optimal damage combos:
Damage estimates done on VSion.
Midscreen
2aaa5b5c4c(1) tk8 22a airdash jc land jbc jc airthrow ...4790
2aaa5b5c4c(2) 236c 5c3c jbc jbc airthrow ...5273 (100% required)
Midscreen to Corner Carry
2aaa5b5c623a tk9 22c airdash jc land jbc jbc airthrow ...4797 (works from the center of the stage)
2a x3, because adding more hits makes links easier due to gravity scaling. It is doable from just a single 2a/5a, but harder.
Momiji Loops
2aaa5b5c4c(1) 623b 2c3c 623b 2c3c 623b ...5064 (gives oki)
2aaa5b5c4c(1) 623b 2c3c 623b 2c3c jbc jbc airthrow ...5773
2aaa5b5c4c(1) 623b 2c236c 2c3c 623b 2c3c 623b ...5650 (100% required, gives oki)
2aaa5b5c4c(1) 623b 2c236c 2c3c 623b 2c3c jbc jbc airthrow ...6030 (100% required)
2a5b2c delay 3c 623b 2c3c 623b 2c3c 623b ...5093 (gives oki)
2a5b2c delay 3c 623b 2c3c 623b 2c3c jbc jbc airthrow ...5963
2a5b2c delay 3c 623b 2c236c 2c3c 623b 2c3c 623b ...5840 (100% required, gives oki)
2a5b2c delay 3c 623b 2c236c 2c3c 623b 2c3c jbc jbc airthrow ...6380 (100% required)
2a5b2c delay 3c 623b 2c3c 623b 2c4c(1) tk9 22a j236a/b ...5258 (gives crossup mixup)
Shield Counter
SC -> 2c delay 3c jbc jbc airthrow ...3017 (midscreen)
SC -> 2c delay 3c 623b 2c3c 623b 2c3c 623b ...3856 (corner, gives oki)
SC -> 2c delay 3c 623b 2c3c 623b 2c3c jbc jbc airthrow ...4653 (corner)
SC -> 2c236c 2c3c 623b 2c3c 623b 2c3c 623b ...4518 (corner, 100% required, gives oki)
SC -> 2c236c 2c3c 623b 2c3c 623b 2c3c jbc jbc airthrow ...5084 (corner, 100% required)
She deals DUMB damage in the corner. 6k from 2A. 5.8k + oki? Yes please!
SC when in corner, dash under 2c -> pain train. She deals 5k from shield counter. Damn, some characters can't get this kind of damage from normal hitconfirms.
And the best part - nothing indicates any of these values will be different in CC.
Something that kinda bugs me is the fact that when hitconfirming off SC with 2c3c -> aircombo, doing the inputs quick gives 2868, but delaying them ups the damage to 3017. The number of hits is still the same. Is the proration from the SC based on time? This would explain why the lengthy loops from SC do so much damage.
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im guessing since 236c is being used so early, it's not char specific... or maybe i was copying that jp combo wrong... i have not touched fvakiha in a while now
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Did you write up those combos yourself, Funky-kun? There's no way those shield counter combos should be doing 5K. Nothing in the game should be capable of that. Also keep in mind in an actual VS match, those damage values will be reduced so that sort of damage is not really going to happen all that much.
Notes from me:
- when picking up shield counters/midscreen ch hits, use 2C 4C instead of 2C 3C. 4C hits more times, plus it keeps them low enough so that you can go for relaunch combo if you want, thus getting better corner carry.
-This combo is possible and should be added to midscreen combos. (Possibly as the optimal one, next to the corner carry bnb)
--> 2A 5B 5C 4C J.AAC SDJ.C j.236A/B (For untech knockdown midscreen. Air dash/air backdash to get air pillar oki)
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Did you write up those combos yourself, Funky-kun? There's no way those shield counter combos should be doing 5K. Nothing in the game should be capable of that.
Yes, I tested these combos for the last few days. I was thinking the same thing - shield counter combos are limited to about ~3.5k. But my testing partner told me "I'm sure she has 5k off shield, she easily breaks 5k off everything". I was skeptical at first, but she really has these damage values. See:
5k from shield on Vsion (http://www.youtube.com/watch?v=q-vZKJt-C5E)
4.5k from shield on Akiha (http://www.youtube.com/watch?v=nIB0ws7QnYQ)
Bad news is I am not able to hitconfirm it when I am in the corner with a dash under - VAkiha goes too far away to connect it properly. But dash under 2c623b -> loop works fine.
Also keep in mind in an actual VS match, those damage values will be reduced so that sort of damage is not really going to happen all that much.
True, but this is the default way of comparing damage. Still, she has no problem dealing her normal massive damage in match conditions.
when picking up shield counters/midscreen ch hits, use 2C 4C instead of 2C 3C. 4C hits more times, plus it keeps them low enough so that you can go for relaunch combo if you want, thus getting better corner carry.
When you say relaunch combo do you refer to tk pit hitconfirm? Haven't tested that, if it works that would be awesome! Comparing pure damage, 2c3c is better, but 2c4c(2) carries them a bit further and sacrifices just 100-200 damage.
This combo is possible and should be added to midscreen combos. (Possibly as the optimal one, next to the corner carry bnb)
--> 2A 5B 5C 4C J.AAC SDJ.C j.236A/B (For untech knockdown midscreen. Air dash/air backdash to get air pillar oki)
I toyed with this before, but totally overlook using meaty charge pillars to push them to the corner. Great idea!
236a doesn't seem to allow to airbackdash after it. So this means the combo has to use 236b in order to get a good meaty.
Here's what I came up with:
2a5b5c4c(2) jac sdjC 236b ja (whiff) jBE214b ...4024 (if you hit them with jc crossup)
2a5b5c4c(2) jac sdjC 236b airdash jBE214a ...4024 (if you hit them with jc normally)
2a5b5c4c(2) jbc j8c236c ja (whiff) jBE214a ...4751 (100% required)
The way jC hits them (crossup or not) seems character dependent.
Setting up BE214b seems the best option, as it is safe from DPs.
All setups seem safe from normal antiairs, catch most backdashes, and can be escaped from roll dodges and the likes of Nero teleport.
If they block, it's a free carry to corner. If they get hit, it's 5k for them.
You think these are legit?