The original version of this guide was at World of Eternity at
http://efz.proboards36.com/index.cgi?board=mb&action=display&thread=1156798199The guide's outdated now, since it was written in Final Tuned era, but I'll leave it up there for nostalgia sake.
Anyway, this is my humongous Akiha guide. It's been edited and changed quite a bit from the original version. I really wanted to keep things short, but it's tough with a character that has this many options. Hope this is helpful to anyone looking to pick up Akiha. One of the things that this guide has that my original didn't is tons of video examples. I couldn't find a way to embed Youtube vids on this forum, so they're all direct download.
Let's start off with a quick list of pros and cons
PROS:
-Above average damage output in most situations
-Best defense modifier in the game
-Zones very well with air flametongues, j.a and flame columns
-Good range and startup on sweep
-Good backdash
-One of the fastest overheads in the game, doesn't require a specific setup to combo off of
-Amazing tech punish opportunities
-236c
-One of the best Arc Drives in the game, can be integrated into throw setups to make them more safe
CONS:
-A bit on the slow side
-Doesn't have a good dp or anything to be used for reversal
-Doesn't have moves with a lot of clash frames
-Below average baras
-High execution requirement for her pressure and mixups
-High execution requirement for her highly damaging corner 2a whiff loops
Here's how the guide will be organized:
I.Normals
II.Specials
III.Combos
IV.Blockstrings and Pressure
V.Mixups and Okizeme
VI.OTG Strings and Tech Punish Setups
VII.Miscellaneous
I.NORMALS
5a: Standard jab, hits mid, combos into itself, can be spammed. Can be used as antiair sometimes in the sense of hitting opponent in the air as they leave the ground from a jump. This is the attack to counter with if an anti-air ground shield is landed.
5b: Great normal, hits mid, it's used in combos as Akiha's main launcher, and it's used in staggered blockstrings to beat low pokes since it has clash frames, has a hitbox that goes all the way down to the floor, and pretty good startup. Also knocks down crouching opponents when they're hit.
5bx2: This is Akiha's primary launcher. Most of her basic combos that aren't in corner utilize this. Jumping after the 2nd 5b gives Akiha an extra high jump. This is very unsafe on block, so be sure to whiff cancel to 2a or 5a to make it safe whenever this happens.
5bx2(charged): Does massive damage, this is primarily used in Akiha's corner wallslam combos as the launcher. You can sometimes use this in blockstrings and whiff cancel it to 2a or 5a for some good frames. This will be noted as 5[ b ]b in the combo transcripts to save space.
5c: Great damage, hits mid, it wallslams the opponent if they're hit in the air with it, and has some clash frames on it too. This move also clashes through heat activations too, so you can use it to beat those if your reflexes are good enough. Used in staggered blockstrings to beat opponents that try to jump out. Has 90% scaled prorate, so when doing Akiha's more advanced wallslam combos, the usage of this normal has to be minimized to get more damage. Also used in Akiha's corner tech punish setups to punish forward and back tech.
4c: An interesting normal, hits mid, it's mainly used in combos as combo filler to maximize damage. Also Akiha's best clash move. Used in Akiha's corner tech punish setups to punish forward tech.
6c: Interesting normal, hits mid, the animation for it is fairly deceptive, as it looks slow, but it actually has faster startup than 5c, but slower recovery. Wallslam opponents if you hit them in the air with it, and has 80% fixed proration. Used as combo filler on the ground to maximize damage.
2a: Pretty good crouching jab, this hits low, and combos into itself, so it's primarily used for Akiha to hitconfirm into combos, and for the low part of her 50/50 high/low mixup.
2b: Despite what the animation suggests, this move hits mid. Pretty good normal, it has some clash frames on it and a bit more range than 2a, and is mainly used after a tk j.2c since it has the right combination of range and startup to combo after.
2bb: The 2nd 2b actually hits low, but it's not very useful since the opponent can just react in time before the 2nd 2b hits(if they were blocking high beforehand).
2bx3: Akiha does three swipes, and the last lunging swipe hits high. Don't use this ever in a match, it's pretty useless. If the first 2 2b's hit the opponent, the opponent can block before the 3rd 2b hits. Also massively unsafe on block.
2c: Akiha's fun sweep, this clearly hits low. This move has fallen quite a bit since Act Cadenza Version A days, as it has lost its clash frames. However, it's still great: it has fast startup, and very good range. Used in all of Akiha's combos. She also goes into a low stance when doing this move, so sometimes you can use it as antiair, though it's very risky, since the recovery on this move is bad. Like many other sweeps in this game, there is a certain height in the air where the opponent can tech if Akiha hits them in the air with this. Learning the right height where the opponent can't tech is crucial for executing Akiha's wallslam combos.
j.a: A great air jab, this is Akiha's primary move to use in air-to-air. Combos into itself. Don't use this in aircombos, as j.b and j.c do much more damage. Also, opponent can block this high or low.
j.b: Hits twice, and has some clash frames on it, this is also passable air-to-air. Also angles downward, so this is the preferred move to use when doing a jumpin or landing from the air. However, this move does not put opponent in a lot of hitstun(or blockstun), so if you hit the opponent with this on the ground too high, they'll be able to block upon Akiha landing.
j.c: Does good damage, angles upward, and has some clash frames on it. Can be used as air-to-air, but I'd recommend trying to hit with the tip of this move, as any closer and Akiha will probably get stuffed(because of the startup). Because this angles upwards, this will whiff against most crouchers, so it shouldn't really be used as a jumpin unless you're going for some high/throw fakeout.
j.2c: An interesting normal, this stops all of Akiha's momentum in the air, and she cannot do anything until she lands after using it. This is primarily used in Akiha's 50/50 high/low mixup, and in her corner tech punish setups. If this move hits an airborne opponent, they will be sent downwards and then bounce on the ground, going up, and then down again. The opponent can tech at two places here, the first time they hit the ground and the 2nd. Learning how to do tk j.2c consistently at the height where it can be comboed after is somewhat difficult, but it is essential for her high low mixup game.