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Jun 1st, 2018
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  1. Ratty's guide to C-Akiha in Melty Blood Actress Again Current Code Ver.1.07 Rev 1.4.0
  2. Warning: This guide is written by a person that, while experienced, gets 20:0'd by everyone and their mom on lfg-eu. It's full of memes.
  3.  
  4.  
  5.  
  6. + Jack of all trades: A high amount of varied options makes for exceptionally fun gameplay, and no truly hopeless matchups.
  7. + Super tough: Between having the longest health bar, C-Moon ability to Heat at will, and two different life-stealing specials, this is simply the most lasting character in the game. Easy ways to kill the opponent's red health widen the HP gap even further.
  8. + Scary up close: Featuring a near perfect high-low 50/50, crossups, command throws, and unblockable setups. All of that on the table for okizeme.
  9.  
  10. - Master of none: All those options you have are mediocre on their own. For anything you have, several characters definitely have a better version of it.
  11. - Very slow: Especially on the ground. Playing Akiha is often compared to driving a tank, more in a bad than a good way.
  12. - Headache: Drops with this character are big drops. Minor mistakes can result in big punishes, especially since you are in the air a lot, and air counterhits hurt in Melty Blood. Since you have a lot of options, you will constantly belittle yourself over possibly having been able to have done something better.
  13.  
  14.  
  15.  
  16. NORMALS OVERVIEW
  17.  
  18. 5a
  19. (small claw slap at chest level)
  20. Active on 4th-6th frame, 7f recovery.
  21. A decent 5a. Hits higher up than on the other two moons, giving it some anti-air potential, but making it whiff on crouchers.
  22. If you are worried about your unblockable setup in the air not lasting long enough, you might be able to just mash this out upon landing, over 5c or 623a, and combo off it too. It is air unblockable, after all. Make sure to only do it once if so, since a second one just adds proration and height, and can ruin a counterhit.
  23.  
  24. 5b
  25. (diagonal claw slash)
  26. Active on 8th-11th frame. Does not extend your hurtbox during startup. 14f recovery.
  27. Moves you forward quite a bit, advantageous on block, hitbox is deceptively big. Pretty decent and free neutral and blockstring tool. While all the other normals that move Akiha forward on hit still push her out on block, this one doesn't. The only price for using it is that, should you actually be able to successfuly land a frame trap or something out of it, you won't be able to use the launcher anymore, and have to convert into 623b at best. Worse, 2c 623b, or the momiji may not connect at all and you have to end in a ribbon - the horror.
  28. Depending on whether you are far away enough from 2a, this is also a good normal to attempt a hard-to-mash-through 63214b after.
  29.  
  30. 5bb
  31. (upwards claw slash)
  32. Launcher. Comes out on the 7-10th frame. 20f recovery. Can be frame trapped with if you give it enough delay.
  33. Follow-up to 5b, this is your main launcher. Since you can use it on neutral out of whiff 5b, and it has good hitbox for it, it can work as a fake-out anti-air as well. The extended hand also makes you a lot taller, though.
  34.  
  35. 5[b]
  36. (as 5b, delayed)
  37. Active on the 20th-28th frame, with the initial hitbox being smaller. 17f recovery.
  38. Not an overhead, despite the way it looks. Long startup, but safe on whiff. Very nice and long-active hitbox in front of you, moves you a LOT forward. Has a short-lived hitbox over Akiha's head as it comes out. Bites into the guard gauge quite a bit.
  39. Aside of its main purpose, a fun and safe pressure and footsies tool to assert up-close dominance with, but don't expect it to ever actually hit.
  40. The most important thing to understand about this move, though, is that it has 100% proration. You will notice that most of your combos revolve about getting the opponent into a position which lets you stuff this in somehow.
  41. Aside of that, this also makes for what some would call a Magical Christmas Land combo starter, adding a thousand damage to your combo at no cost at all - except for it counting as a 5b, so you won't be able to use your launcher and are forced to go for 623b, or the corner wallslam (which lets you reset the chain and put it in a second time). This is obviously more of a heavy punish option since this move is so incredibly telegraphed, but there are situations where using it in this way becomes seriously useful, mostly big mistakes that let you do a big punish, such as whiffed Arc Drives.
  42. 5[b]b is, of course, also a thing, but you will only use it in combos, unlike 5[b] and uncharged 5bb, which you can get away with on neutral and in pressure.
  43.  
  44. 5c
  45. (spin kick)
  46. Active on the 10th-16th frame, wildly extending your hurtbox forward during startup. 15f recovery.
  47. The first of your groundcombo normals trio. Moves you forward a lot, wallslams airborne opponents, letting you combo off it provided that you are close enough to the corner. Try to figure out the IAD j.c distance, because that is the bottom line of confirming this. Also recovers fast enough that, with proper timing, it can combo into ITSELF after the wallslam, resetting the input string, though Akiha no longer has relevant combos based on that.
  48. A very solid and safe move all around. Surprisingly good anti-air hitbox, fit for kicking people out of unintended unblockable setups you created mid-air. Don't be afraid to wave this around on neutral, it's safer on whiff than your main pokes.
  49.  
  50. 4c
  51. (back-turned horizontal claw slash)
  52. Active on 7th-10th frame. 26 frames of recovery.
  53. The second of your groundombo triplets. Moves you forward a lot, but will move you back again in recovery if you don't cancel it. Even so, whiffing it will get you punished badly.
  54. The range and hitbox on this is amazing. It also still extends your hurtbox, so be vary of using this too far away from your enemy. It's slightly better abare than it is a poke, but it's still a pretty good poke too.
  55.  
  56. 6c
  57. (yakuza kick)
  58. Active on 7th-10th frame. 22 frame recovery.
  59. The last and least useful sister, though she still has a place in the family. Wallslams, which is a curse and a blessing at once. It gets to shine in corner combos, but sucks horribly on neutral and in pressure.
  60.  
  61.  
  62. 2a
  63. (small claw jab)
  64. Standard issue 2a. Comes out on the 4-7th frame. 8f recovery.
  65.  
  66. 2b
  67. (horizontal claw slash in)
  68. Active on 6-10th frame. 15f recovery.
  69. A pretty decent neutral tool, longer than 2a and faster than 2c. Important abare against certain specific blockstrings, but aside of that, it's actually used rarely.
  70.  
  71. 2bb
  72. (horizontal claw slash out)
  73. Active on 8-11th frame, combos from 2b. 9f recovery.
  74. Not much use for this, but since it doesn't push you away a lot more than 2b would, you might as well go for it on block, if only to make the possible 2bbb more ambigous.
  75.  
  76. 2bbb
  77. (turnaround hop into claw swipe down = j.b)
  78. Overhead. Active on the 26th-29th frame. 16f(?) recovery, but can be jump cancelled. You only get one jump, since it already counts as a command jump.
  79. Quite possibly the single most telegraphed overhead in the game. Not only does this not combo from 2bb, it takes so long to land that your opponent can fit lots more than just 5a in between the buttons. I, and any player of any Akiha or VAkiha, cannot possibly stress hard enough that you should never ever touch this normal, but since you probably will just to meme on people, let's see:
  80. This move has one redeeming feature: While it isn't safe to execute, it is at least safe on block. You can create a very shoddy far mixup with it and 2[c].
  81. Lots of people also like to forget that this overhead exists, because nobody ever uses it, so you will actually see people getting hit by this in serious tournaments, when once in a blue moon somebody actually goes for it. This makes it slightly better in C-Akiha's hands, since the amount of things you can do that have to be kept in mind will already be keeping your enemies on their toes, and this just might be the one that will catch them off guard.
  82.  
  83. 2c
  84. (ground sweep with both legs)
  85. Comes out on the 6-10th frame, or 7th-11th. 16f recovery.
  86. Great ground poke, but also dangerous to whiff. You can use it to low profile a lot of stuff while hitting fairly far. It has some devilish far anti-low-air potential as well, similar to Baiken's 2d.
  87. It can be half-charged to make it come out 6 frames later, or fully charged into 2[c], to make it come out 12f later.
  88. [NOTE: One frame seems to get lost in the framedisplay, and in general the way it interprets 2c in combination with 2[c] makes it difficult to read the data. It would make more sense if it came out on the seventh and you could half charge it to make it come out on thirteenth (+6) or nineteenth (+6 +6)
  89.  
  90. 2[c]
  91. (as above)
  92. Comes out on the 19th-23rd frame, though you can half charge it too. 24f recovery.
  93. It doesn't really do more damage than 2c, but it takes more red health, so it kind of does. Finding use for this is hard. If you see someone use this seriously, it's most likely a misinput - if you use this for frame trapping, there's little reason not to half charge it instead.
  94.  
  95.  
  96. j.a
  97. (small kick forward and under)
  98. Active on the 5th-8th frame. 9f recovery, likely to let you do things before you fall.
  99. A good j.a, quickly stuffs things under you. Mostly used to fake people out if they become too keen to your j.b/c timing. Somewhat difficult to airthrow someone after, considering the sharp angle.
  100.  
  101. j.b
  102. (downwards claw swipe)
  103. Active on the 5th-11th frame. 21f recovery
  104. A very solid and deep jump-in, people tend to think it's bigger than it is, but it's just out for a long time. More advantegous horizontally than j.a.
  105.  
  106. j.c
  107. (kick diagonally upwards with both legs)
  108. Active on the 7-14th frame. 14f recovery.
  109. Fantastic air-to-air normal, provided the enemy is above you. Its usefulness is further boosted by your air momentum control. If someone blocks it, it's very easy to turn into a tick airthrow, especially if you're rising. Don't forget to combo it off.
  110. Whiffs on crouchers, which might be a bit unintuitive at first, especially if you come from the other Akiha moons.
  111.  
  112. j.2c
  113. (flipkick downwards)
  114. Active on the 16th-17th frame. 10f of recovery, plus landing. Prorates 55%.
  115. Similar to the j.2c on the other two moons and every VAkiha, but it 1)stops your air momentum and 2) Does not cause a hard knockdown, instead causing a groundbounce which can be teched.
  116. This looks terrible, but is actually stupidly good, because you can tigerknee it by inputting 82c quickly. At twenty frames including the jump, it is among the fastest overheads in the game, a lot quicker than a regular overhead you would see in fighting games, and pretty much unreactable by a human being that does not take drugs.
  117. Mastering the 2a/82c mixup is likely the first thing you should strive towards as a C-Akiha player.
  118.  
  119. 214d
  120. (far ground sweep with claw)
  121. Guard bunker. Active on 24th-29th frame, 40f recovery. If the clash procs, it comes out faster (14th-19th) and low profiles immensely.
  122. Akiha's raw bunker is notably useful in that it low profiles a lot, and moves you forward. If you are dealing with a jumping opponent, it might get you out of the corner even if it whiffs.
  123.  
  124.  
  125.  
  126.  
  127.  
  128. SPECIAL MOVES
  129.  
  130. 236X
  131. Grounded ribbons. They slightly extend your low hurtbox, and at first make you tall (see the hands above her head), but then low profile. They are generally considered 'inferior' to the air versions, but really, they are a completely separate, if much less often used thing.
  132.  
  133. 236a
  134. (horizontal flametongue)
  135. Comes out on the 7th frame. Low profiles just a little.
  136. Safe on block and generally whiff too. Hits three times, which doesn't actually chip particularly more than 236b does. This hitbox is not actually disjointed, and will push you very far back on block, which is probably this move's worst property, because trying to get up close is your entire game.
  137. Most typically used as a frame trap at the end of a blockstring midscreen, to establish midscreen pressure.
  138. Raw, this is basically only ever useful as a 236[a] fake-out. Very rarely, you will want that little bit of range that this ribbon provides. If you end a blockstring on this, a bad player will want to superjump over you, and 214a catch will become easier with you being further away. Nevertheless, don't get used to using this.
  139.  
  140. 236[a]
  141. (huge horizontal flametongue)
  142. A weird very fun to use ribbon. Reasonably long startup, just so that it's not useless on neutral. Against great majority of grounded opponents, this has less range than it looks like, since the tip will go over their heads, only catching them if they try to jump out or something. Against very tall characters like Nero, the entire ribbon will hit them on the ground if they don't duck, making the move rather scary.
  143. The hitbox also extends quite a bit behind you, much like on your arc drive, and together with the ribbon already making your hitbox lower, can happen to catch certain characters (c-ciel, miyako) trying to cross you up.
  144. Of course, opponents trying to cross you up in the corner from the above won't go as "uh-oh" as if you went for 214c or 236c, but if the low profile is timed right, it works nearly as well.
  145. You can notably punish distant air techs with this, especially after midscreen wallslams, like a landed Arc Drive of yours. The timing on this is situational, you will have to try to nail it.
  146.  
  147. 236b
  148. (steeper angled downwards flametongue)
  149. Quick startup (6f?), goes moderately far. Low profiles significantly (down to the hands height).
  150. This is minus 20 (!!!!!-20!!!!!) on block, meaning that if this does not hit, you will get wrecked. This is >technically< your best grounded poke in footsies, and >could< dictate the range your opponents will have to respect, but never actually use it if you are not prepared to save your ass on block with an ex-cancel.
  151. A popular opinion is that you should, in fact, never use it at all, but this is still >TECHNICALLY< your best abare, it can punish landing recovery from air exchanges where nothing else could.
  152. Its by far best use is to secure a 236c on block by cancelling into it and not getting blown up, though.
  153.  
  154. 236c
  155. (a ton of horizontal flametongues)
  156. Sends out 24 ribbons forward, on randomized paths(?), each of them hits once. Does a crapton of chip damage. Reaches pretty far away, but it's easy to overestimate its range because of how good it is overall - try not to use it raw.
  157. It is potentially unsafe on whiff, if your opponent manages to jump it fast enough, dash over you, and poke you safely upon landing, though this is a pretty dangerous thing to attempt for most characters. People tend to misjudge its duration and get clipped, but don't bet on it. The entire thing is very easy to shield on reaction, and even though you can throw them with equal ease then, many opponents will choose throw damage and a poor knockdown over dealing with this move on block. You should also note that a throw out of shield can still be throw teched, though this is a very difficult thing for an opponent to do.
  158. In case it still needs to be said, this is an extremely advantageous move that, lest you whiff, hands the tempo of the match over to you. Not a reversal, but can be used as one in some situations, since it will lead to trades with long start-up far pokes, and invincible stuff. It can be leisurely comboed from, but prorates your damage into nothing. You should still combo from it, to get some of the circuit back, but make sure to make it only a few hits, and end in 63214a, since your opponent will start getting unreasonable amounts of circuit after the 30th hit.
  159. You can use it as:
  160. 1) A panic button. It can be a fake reversal as well. If you an get it to come out, which just requires the tiniest bit of space, it will always at least profitably trade with anything.
  161. 2) An anti-air. Since it's so big, it's not at all difficult to get an opponent to fall into it. It is air blockable, but once they block it, you can hit them with an unblockable grounded normal.
  162. 3) A way to stall. An obvious blockstring into 236c 236b 236c is a very legitimate use of your MAX gauge which will rob enemies of their health recovery in heat, cause significant chip, and bite deeply into their guard gauge. It will also take a lot out of the timer.
  163. 4) A no-nonsense pressure establishing poke, especially from 236b. If you can get someone to block this closer near you, you get a 50/50 mixup with a possible command throw. If you are also in Blood Heat, you have just established an unblockable setup with dash-in delay AAD. Don't forget you can ex-cancel into it from other specials, especially other blocked ribbons and 623b - the latter is pretty much impossible to do on reaction to it being blocked, but very useful, since it can fix your 623b mistakes into miracles. If you 623b 236c on wakeup, you will be covering not only low, but also block.
  164.  
  165.  
  166. j.236X
  167. Aerial Ribbons. Much more useful. Modular in effect and purpose, based on your air momentum.
  168.  
  169. j.236a
  170. (floaty horizontal flameongue)
  171. 14f??? startup. Similarly to Archetype-Earth or F-VAkiha's pillars, this high profiles you in the air. Akiha's legs are invincible, and your hurtbox only goes up to her butt or so. On the other hand, her hair can be hit.
  172. Maintains momentum, meaning that wherever Akiha was going before you inputted the ribbon, she will keep going there for a while.
  173. - This means that, for example, backdash into j.236a will send Akiha into the corner, blocking the way with the ribbon, making it very strong at stopping pursuit.
  174. - Stationary version can be used before landing from a vertical jump, to bait out anything that's not a honest anti-air, and mess with the opponent's timing. Thanks to this, Akiha coming down vertically next to the opponent can be a bit scarier than most characters, who are deciding between having their jump-in normal potentially shielded, and getting blown up for empty jump throw, or something.
  175. - Forward going version, depending on how fast you are going, is typically used as a safe way to get in. If you mess this up, the opponent backdashes or something, you will get blown up, so be careful. Depending on what point of the airdash (or post-airdash fall) you throw the ribbon out, your speed and ultimate position of your character and the ribbon on the screen will be different.
  176.  
  177. j.236b
  178. (stubby flametongue diagonally downwards)
  179. Moderate startup, tiny range, also hits a little above you, just like it looks. Stops your air momentum.
  180. Used mostly as a poke, followed up by an air option or normal. You can sometimes confirm from this if it counterhits.
  181.  
  182. j.236[b]
  183. (much bigger stubby flametongue diagonally downwards)
  184. Long startup, two hits, massive diagonal hitbox. Stops your air momentum.
  185. This comes out so slowly that everyone can generally either get out of the way(at max range), or jump up and throw you, but it's so profitable on block that you will want to use it all the time anyway. Just keep in mind that the more you use it, the better their read on it will be.
  186. If you can get them to block this, then you can dash in on them, or set a flamepit safely, if that's your jam. You will probably lose the advantage if you land without forward dashing - distance matters for a lot here, you can even have a tight jump-in.
  187. Bear in mind that this hits twice, so a counterhit with it is pointless. Unless it only hits once, which can happen if someone tries and fails to hit you out of it.
  188.  
  189. j.236c
  190. (many flameongues diagonally downwards)
  191. Comes out on the ????? frame. Inexplicably invincible the first five frames on startup. By the time you can get hit, the ribbons are guaranteed to come out. This means that as long as the ex-flash appeared, the ribbons will always come out, unless you get airthrown out of it. 100% proration, except for the last hit, which has 70% proration.
  192. Unlike everything else you do in mid-air, this sends you straight down to earth with no option to cancel, shield, dash, or anything afterwards. Don't do this anywhere high up.
  193. Massive diagonal hitboxes, sends you towards the ground midway through, making comboing it off easier. The full thing has 8 hits, and, as oppossed to grounded 236c, this has surprisingly little proration, leading to good damage if it ever lands.
  194. Don't forget you can cancel into it from the other two air specials, which is a might-as-well in MAX, and actually very handy in Blood Heat, pinning them down just like 236c would.
  195. Oddly decent in scrambles. Since it lasts much longer than a regular ribbon, people will jump into it and blow themselves up.
  196.  
  197. j. 2367/8/9X
  198. Tigerknee'd ribbons. Since they are used a lot differently than the aerial ones, they deserve special treatment. You will practically always be doing 2369, but the ability to move forward less should be kept in mind.
  199.  
  200. j. 2367/8/9a
  201. (a small hop, creating a ribbon and sliding on it)
  202. Comes out very fast if tigerknee'd properly. The cleanness of the tk and the direction you jumped alters the properties of the move immensely. 2369a places you far forward, IN FRONT of the ribbon, 2367a floats you in place while being decent on block and non-commital, and 2368a floats you forward just a little.
  203. All versions are used in pressure and okizeme, 2369a is probably what you want in combos. All versions can be confirmed on hit (even if it has to be 236b in 2367's case), and especially on counterhit.
  204.  
  205. j. 2367/8/9b
  206. (a hop that shoots the ribbon into the ground)
  207. Used to call out slides, much like 623b, but a bit less suicidal on block. Works well on daring Nanayas and Riesbyfes. There are minor differences in jump direction, since j.236b stops momentum, but there are still some. If you are using it in the defensive manner, then you probably want the back jump.
  208.  
  209. j. 236[b]
  210. (a hop that shoots the ribbon over Akiha's back and into the ground)
  211. Used in your BnB. Not really anywhere else.
  212.  
  213. j. 2369c
  214. (a hop that shoots many ribbons diagonally down)
  215. tk ex-ribbons. There is no good reason to ever do this raw, really, but if it works and invincibles through something like F-Ciel 214b, which is something it's in theory capable of, there will be a big punish. In pretty much any real situation, blocking will do you more good.
  216. You can use it in a combo to gain a little damage, but if you do, you can't do 2c.
  217.  
  218. 623X
  219. Fraudulent DP. Often called Momiji, as a short for its Japanese name.
  220.  
  221. 623a
  222. (grounding dragon punch)
  223. Diagonal, up-close, meterless DP. UPPER body invincibility on startup. Two hits, both air-unblockable. Depending on the distance and matchup, this can occasionally be safe on block.
  224. While largely useless on wakeup, this is a very useful anti-air on neutral in situations where 214a can't fit the bill. It's also a fine reversal if you actually have a nick of time to let the whole thing come out, because the second hit will beat most things out.
  225. It also has some disputable use as a desperate upback callout to end strings with, but don't use it that way too much. At that distance, it can be safe to try, though, but you could also do a delayed 5c or something, if you still have it.
  226.  
  227. 623b
  228. (run forward hitting with elbow, then 623a)
  229. A forward rushing, meterless DP. LOWER body invincibility on startup. Can't be looped like on other Akihas, but still has a ton of corner carry, and also leads to OTG in the corner, becoming a high-damage (3000 easily) reversal with hard knockdown. -4(?) on block, lots of recovery on whiff. The entire thing except for the last hit is air-unblockable, letting you slash down distant characters that run out of jumps and dashes out of the air, provided you have a truly psychic read on them.
  230. It has a significant issue with extended hurtboxes. You will want to kill yourself everytime you hit one, because the first hit has minimal hitstun and the second hit has minimal hitbox size, meaning an extended hitbox retracting can cause the second hit to whiff, and the third to get blocked.
  231. There are many reversals in this game that can be safe on block or whiff if spaced properly, and this is NOT one of them, even if it looks such. Anyone can dash after you and punish you if you ran under them, and if you hit them with the tip of the claw and made this safe like 623a, you should have not done this to begin with anyway. Setting up it being safe on block is also much harder than with 623a, due to the larger distance involved.
  232. People only really get hit by this because they didn't expect you to be dumb enough to actually use it. Definitely never use this on neutral unless you have a very hard read on a sweep. Going for it too much will get it blocked/beaten out consistently and will get you punished terribly.
  233. As a final spicy note, 623b can be EX cancelled ON BLOCK after the first hit, which is actually kind of insane. It might be worth learning to do this into ex-ribbons or 214c or something, if you intend to use 623c or arc drive in defense overly, and the opponent starts actually blocking them.
  234.  
  235. 623c
  236. (as above, with an ex-flash))
  237. Comes out on the 7th frame.
  238. Metered DP. OTG relaunches. Fully invincible on startup, and, tragically, only then. It makes your hurtbox rather big for the rest of the move. Looks like 623b, but the last hit won't groundbounce them, and lets you normal cancel out of it. It is still a legitimate metered wake-up DP that your opponents will have to respect, but the tiny hitbox on your shoulder where its effective leaves a lot to be desired, and makes it prone to getting jumped over or beaten out by an actual real hitbox.
  239. Shares 623b's issue of often getting blocked after the first hit, if the first hit hits an extended hurtbox.
  240. Being able to combo from this largely redeems it, since it makes it a ~3000 damage reversal too, and refunds a bit of your meter. Compared to other such DP's, though, you will wish you didn't have to end in airthrow here, and go to neutral from it. Similarly, The OTG relaunch is not as useful as it is on other Akihas, since you can't get a good hard knockdown out of it, so it's not a truly free combo extender. If you want to, though, you are able to get a potential tech punish from this. Doing just 623c j.b j.2c is a safe way to get it, comboing more makes it a bit harder.
  241.  
  242.  
  243. 214a
  244. (horizontal flametongue in front of Akiha)
  245. A tall pillar hitbox, about one character width away from Akiha, comes out extremely fast. Unsafe on whiff, and block too. Air unblockable.
  246. This is your best anti-air in immediate function and a very powerful move if you're good with mindgames, but you get almost no damage from it without a counterhit, and the rigid spacing requires some getting used to.
  247. Its most obvious systematic use is, that if you expect someone to super-jump or IAD, do this, and they will just ram into a wall. This is, however, actually sort of useless in Melty Blood, because the best anti-air everyone has is already their shield.
  248.  
  249. 214b
  250. (as above, but delayed)
  251. Lots of startup. It is +6 on block, though, and if you can land it, you can reset your string, which is to say, you can dash to them and attempt a mixup. It usually doesn't work too well in a string though, considering potentially anything will hit you out of this.
  252. This is your safest okizeme, if a very obvious and non-threatening one. You will miss out on the 2369a crossup oki using it, but it still lets you attempt high/low/throw after it (this is tight). Learning to space this pillar properly on wakeup is an absolute necessity in matchups like Nanaya or Arcueid, with their all-mighty wakeup dp series.
  253.  
  254. 214[b]
  255. (as above, but even slower, and two character lengths away)
  256. A hot second of startup. Creates a pillar a little distance away from Akiha.
  257. This distance is actually the uncanny valley that lots of aerial characters like to hover at, thinking they are safe, so this move is actually nifty on neutral.
  258. It's mostly used as a 214b fake-out, but if you are crafty, you can get your cornered opponent to first respect the 214a before jumping out, then the 214b, and then you can try faking them out with this, which, on block, can actually let you reset your string as well. This is another little trick you should keep in mind, even if it's not practical to use all the time.
  259.  
  260. 214c
  261. (as above, but bigger, and under the opponent)
  262. A really tall pillar. Homes in on the opponent's location with some delay, can be easily airdashed out of.
  263. This is insurance, after a certain point in the startup it comes out even if you are hit. Very safe on block, potentially unsafe on whiff. Still air unblockable. It can be shielded, so you want to nail it as they land, but the long delay makes this difficult.
  264. You don't really get a lot out of it besides its own damage, too, unless you catch them very close to the ground - the multiple hits ruin the counterhit.
  265. It can be used as a fullscreen punish for certain big commitments, like Roa setting orbs too high up, or Hime ever choosing to stay floating at all. It's also hilariously scary to characters like Miyako or Nanaya, who like to stay above you and try to cross you up, because it flips the situation on them, and it can cause them to cross up themselves as well. Since it's an insurance move, even if they hit you out of it, they will still eat the pillar.
  266. When blocked on the ground, this really nails the target in the place for a moment, but is actually darn negative on block despite the way it may seem. If you have good enough reflexes, you can use this as, well, a fullscreen jump punish. Just wait for them to use up their dash, and try to time it so they get hit before landing. Also a fine tech punish against dummies, if you happen to do something dumb yourself, like 2c 5c midscreen on accident.
  267.  
  268.  
  269. 22X and j.22X
  270.  
  271. Flame pits. Have to be ignited by inputting 22x again, same as C-VAkiha's, but these are strictly worse, since they only last 5-6 seconds, and not 30.
  272. Ignitions come out on the 16th frame, making them unreactable enough, but setting and then igniting is more than a second.
  273. They drain a minimal amount of yellow health, maybe 500 for the whole duration, but it's still some chip.
  274. They drain some circuit, but that isn't really relevant, since it's only about 12% spanned across 6 seconds, and you have no reliable way of keeping the enemy inside for that long, except for igniting the very pit right away.
  275. The ignition hitbox is a lot bigger than the flamepit itself, and bigger still than what it actually looks like. This is what you have over the half moon version. It also goes quite a bit up, so you can catch some people jumping out sometimes. Now, the pit itself is air blockable, but it will hold them in the air for long enough that you can hit them out of it with a grounded normal if you are close - with 22c this is easier.
  276. The pit prorates a lot, so avoid it in combos. With that said, they can be comboed out of easily if you are close.
  277. Their main use (the meterless ones) is somewhere between a midscreen gotcha and lazy homed-in zoning to punish passivity in opponents and force them back into neutral.
  278. You can get some pressure out of those, though, but setting them is difficult to make safe - doing it after a blocked j.236[b] is your best bet for the non-metered ones, but getting them to block a ribbon and respect this meme too is not as easy.
  279. Technically speaking, a blocked j.236[b] lets you attempt a mixup which is a lot more valuable than a pit, but after all, an ignited pit lets you dash in at them too. So this is probably a good investment.
  280. As for the metered one, you can use 22c after 63214a combo ender and still get okizeme, so you should do that.
  281.  
  282. 22a/j.22a
  283. (Akiha hops back, throwing hands down, making an area of red haze in front of her)
  284. Lays the edge of the flame pit right in front of where Akiha is standing (or floating). This is not really useful except in the corner, where you can make the area of effect wider by not having half of it stick out of the stage space. If you are a dick, you can also set your flamepit at the peak of a very tall jump (for easy example, double sj.), as to make the screen go up, and make it ambiguous where you've put the pit.
  285.  
  286. 22b/j.22b
  287. (As above, but under the opponent)
  288. Homes in under the opponent. In theory, this outzones any grounded character, but with all the delay, anyone will have enough time to get out before you ignite the pit.
  289. There are situations where setting the pit costs you nothing, though - like the opponent being openly passive on neutral and waiting to anti-air you/parry your jump-in, or being in a safe spot of the screen, far away from the opponent's reach. In such cases, this is the one you should go for.
  290.  
  291. 22c/j.22c
  292. (as above, but huge)
  293. This version saps much more health. Only about 1400, though. Also saps a bit more circuit, about 30% for the whole pit. That doesn't seem like much of a gain, but since it's 30% that your opponent won't have either, it is kind of relevant.
  294. More importantly, the ignition hitbox is HUGE. Also tall, it will catch people jumping out more often than not.
  295.  
  296.  
  297. 63214X
  298.  
  299. C-Akiha's unique command throw series. The meterless ones can be comboed into even if the enemy is launched, and cause a hard knockdown. They all do mediocre yellow health damage, and heavy red health damage. The point of this move is thus, aside of knocking down well, to make it difficult for your enemy to recover their health if it hits on neutral, and to combo into it for okizeme.
  300. Don't forget that your 22c drains yellow health while leaving all the red still in, by the way. If you use one, you should use the other. It's like poetry, it rhymes.
  301.  
  302. 63214a
  303. (Grab into a hairball)
  304. Comes out on the 5th frame, making it possible to mash out with a 2a and, well, throw. 25 frames recovery on whiff.
  305. A quick command throw. If you can use this over a real throw, are able to do it just as fast, always go for this, and save regular throw for split second reactions and throw breaks (because a regular throw is still faster). Your slowness sadly prevents you from being as throw-happy as a real grappler, but a command throw is still a good mixup.
  306.  
  307. 63214b
  308. (As above, but leaning in a bit more)
  309. Active on 16th to 19th frame. 18f recovery on whiff.
  310. Delayed command throw with more range. Used just like Kouma's 214b and Satsuki's 236b - that is to say, you can tag someone with a move that is + on block and pushes you back, and if you time this right, it becomes a safe throw attempt as the 2a won't be able to reach anymore. In the corner, this forces the opponent to jump if they don't want to take damage, and your anti-airs are good, so you aren't too unhappy with that.
  311. Mind that tick throws are iffy in Melty Blood, due to the seven frame throw invincibility after blocking. After each of your normals, 63214b will have a specific timing for the perfect tick throw.
  312. Weak against any sub-7f abare, especially metered ones with a lot of range, but you want to go for this if the opponent is already respecting your pressure anyway.
  313. Like Kouma's 214b, this is capable of throwing certain normals with extended hurtboxes in neutral. Nanaya's 2b comes to mind.
  314.  
  315. 63214c
  316. (grab into a hairball with an ex-flash)
  317. Invincible startup, comes out on the 5th frame. 38f recovery on whiff, making it extremely punishable.
  318. Metered version of your command throw. Invincible on the first frame, you can get hit out of it between the ex-flash and it coming out. Deals 1500 or so damage, drains an almost relevant bit of life. Kills a lot of red health. For whatever reason, while useless to do, it actually IS possible to combo into this, only for standing oponents (try 5b 63214c).
  319. Being a honest to god golden throw, this is your main way of pretending to be a respectable grappler. You can expect to dash it into any standing poke it and beat it, as long as you can reach over to the green hitbox behind the red one you want to invincible through. It's a magic pixel killer, that makes it very uncomfortable for grounded rushdown characters to confront you at low health.
  320. Situationally a good reversal on wakeup too, beats any meaty that's too close. It's easy to argue that you would get more out of a landed 623c, but this lets you invincible through projectiles and hazards as well, like F-WLen's ice.
  321.  
  322.  
  323. 41236c
  324. (huge, fiery, upwards angled claw stab)
  325. Akiha's regular Arc Drive. Invincible from frame one, vulnerable from a point late in recovery. Air blockable, but at least safe on block in most situations. Can be crouched easily, generally unsafe on whiff.
  326. Deals 3400 damage or so. Hits quite a bit behind you (think your hair has a hitbox), which is going to catch anyone attempting to cross you up with majority or the damage of the AD.
  327. With this not being a throw up close, your version is strictly worse than the Act Cadenza version and the version the other two moons have. It kind of makes sense, since your moon style's meter management would make unblockable setups way too easy, were this a throw.
  328. You should still use this a good bunch, since, like many other Arc Drives, it's still by far the best reversal option you have, and if you Heat a lot, you will get to access it a lot.
  329.  
  330. 41236c (BLOOD HEAT)
  331. (Grabs and burns opponent, or as above but with a flamepit over the stage)
  332. Another Arc Drive. Attempts to throw, and if the throw fails, executes the claw attack. It also ignites a full-screen flamepit on the ground of the whole stage, though this is only relevant as a lifesaver if you badly misused the move, making it a lot less punishable.
  333. If the throw lands, you can mash buttons to add hits. This is a leftover from Act Cadenza, and now a bad idea, since it will result in more hits, more proration, and less damage. This means DO NOT PRESS BUTTONS WHEN YOU HIT THE GRAB.
  334. The main issue, though, is that above roughly 30 hits, as the game's way of dealing with infinites, the enemy will start getting geometrically more circuit, and the amount of hits this AAD causes is already going to just put them into MAX more often than not.
  335. While you are in Blood Heat, this move gives you a terrifying tick throw game. It's a shame, since you will find out you don't get to Blood Heat a lot in practice, with Heating on wakeup being necessary so often.
  336. Anyway, the main reason why this is a really scary AAD is that if the throw fails, it will throw out the claw anyway, which is going to catch any way in which you would normally escape a throw. To make sure this is a truly unblockable situation, however, you will have to fit it into their potential jump startup. That is to say, this has to come out, right next to them, exactly at the moment they get out of blockstun. Doing it as soon as possible usually works, but trying to catch the enemy landing can screw with the timing. In summary, if you are in Blood Heat and want to go for this, you should throw out a lot of ex-ribbons, possibly led into with regular ribbons. If you get them to block any on the ground, they just doomed themselves to take 4000 damage from you dashing up to them, and presumably timing the AAD correctly. Do mind the Magic Circuit increase mentioned above, though. It's recommended you only go for this setup if their circuit is already near MAX, or if you are going in for the kill.
  337.  
  338.  
  339. EX-Shield (BLOOD HEAT)
  340. Last Arc. Quite crappy, among the worst in the game. Hits fullscreen, can be blocked (if you parried a projectile or something). Circuit breaks.
  341. As so often, damage is based on the length of heat gauge you had left. A full gauge can give you almost 7000, half the gauge gives you a little over 5000, magic pixel gives you 3500 or so.
  342.  
  343.  
  344. A+B+C
  345. Heat Activation. Invincible on startup and long after. Akiha's is wide and not very tall, active on 16th-23rd frame. 26 frames recovery. Punishable on the 24th frame, making punishing it actually a bit tricky.
  346. It bears special mention as a special move, because it's your most practical defensive option. You should raw heat a lot with C-Akiha. Her red health is worth more than red health of other characters, and making sure to always recover all of it in every match makes the gap between your health and the opponent's even wider than it's already going to be. It's not like you absolutely need meter for anything you do, either.
  347. As explained right above, if you are in Blood Heat, you should be extremely agressive. You should weigh carefully if you want to enter it compared to regular Heat, however, since you will rarely need to recover as much life as it lets you, and MAX mode already gives you a lot of momentum with being able to throw out 236c twice.
  348.  
  349.  
  350.  
  351.  
  352. STRATEGY
  353. General Theory
  354. C-Akiha is a very balanced character with diagonally minded tools. She can play horizontal footsies on the ground if she overextends, thanks to 2c, 4c, and 236x, but has trouble dealing with horizontal air normals (even mediocre ones like C-Roa j.b) and very advantageous horizontal ground hitboxes (both of Nero's 5[c]s).
  355.  
  356. Neutral
  357. Ideally, your game revolves around air mobility, and so you play a lot of Melty Blood proper. If you use them right, your ribbons allow you to zone on grounded opponents relentlessly, jump-in safely, and cross-up ambiguously. If you are being zoned, you can probably find a spot to safely place flamepits in the air, forcing the opponent to jump or dash out and confront you directly. You are much more of a keepaway character than you are a zoner, however.
  358. You should play around with C-Akiha in training mode a lot to see what the momentum changes on her air specials, j.2c momentum stop, and air dodge turn around make her capable of. She can stay in the air for quite the long time, and make sudden aerial hops and heel turns.
  359. Some tips:
  360. 1) Your aerial specials float you quite a bit, to the point it kind of screws with the people's general expectations of Melty Blood's jump mechanics. Since none of your specials force you to fall or force you to cancel, it's possible to get as many as 5 ribbons out before landing. This isn't a good idea in an actual match, but it illustrates your ability to break the game's assumed rules (only one normal/special per jump cancel) a little bit - look for recovery on your moves first, before automatically going for the second
  361. jump. You can take your time in the air. In particular, super jump generally lets you do at least two things before you have to cancel, as opposed to only a single key chain on Ciel, only a single bloodring on Warc, and so on. A properly executed dodge lets you fit another special in, too.
  362. 2) 22x floats you so much, that you can sometimes fit the ignition right after it at no cost at all (it still comes out slowly, though). j.236[b] 22x22x is something you can do if the 236[b] is blocked, jumping in wouldn't work, but the opponent can't reach you.
  363. 3) Don't forget that once you have already jump canceled into a special, you can no longer backdash. This severly limits your options for safe zoning, as you will have to either land or go for a predictable jump-in every time. It can lead to a sort of predictable air game where you opt for going in after 'successfully' having tagged someone, so try to avoid that, lest your opponent catches on and starts blowing you up with shields.
  364. 4) Competent enemies will actually count your jumps and dashes, and the landing punish threat will become very real. At enough height, though, like you can fit in a bonus special, you can also fit in a bonus normal. A j.a after a pit ignition whiff can really surprise an enemy that ran out of the pit and was fishing for the landing punish.
  365. 5) Clever opponents will try to run under you when you whiff a ribbon. In these situations, don't forget that aerial dodge exists. Do not forget that dodge cancel exists as well - it can let you fit another ribbon in, though the input is tight. Also, if someone ran under you, you can dash away from them, since technically you will be dashing forward.
  366. 6) For cheeky enemies who will try to shield your vertical jump-in normal, alternate between the normal, a special above ground that throws them off, and empty jump throw. The j.236a jump-in gives you that bonus option compared to other characters.
  367.  
  368. A lot of your efforts will be countered by characters with incredible air mobility, particularly long airdashes, such as Ryougi. Against those, you will be forced to play a more grounded game, and only jump a little to access some of those superior ribbons. If have to jump, throw out a normal at the start often - it will make them less confident about going for the sj. or IAD airthrow.
  369.  
  370. Your ground game is much harder - you have good anti-air options (as far as that even exists in Melty Blood) in 623a and 214a, and raw ribbons alongside 4c and 2c give you decent ground range, but all of those options are extremely committal. Your ground dash is horrible, and you are forced to use it a lot, giving you the feeling of piloting a tank. The only thing that somewhat offsets this is that you have 2369a, which can move you around more easily if you time it right.
  371. Furthermore, your blockstring resets being difficult and situational also means that you lack go-to options in general, and can get lost in scrambles as much as you are capable to inflict them on someone. You can't very well capitalize on a wild blocked normal. You can try, but you can't just 5a reverse beat, run back in, and expect to get away with it.
  372.  
  373. If you are for whatever reason stuck to the ground, you generally WANT the opponent to jump, since your anti-air options are great. Ground-to-ground, while there are characters that have it worse, is still the most awkard state for you. Your slowness makes you just really easy to outmaneuver in here.
  374. Your good options (4c, 236b, arguably 623b), incidentally the abare options, are all quite commital, punishable and require a read on your enemy. You cannot really expect to get a straight combo out of grounded neutral, so you will usually look for a knockdown through a raw momiji or a throw, and a combo out of the okizeme.
  375. 236c is helpful for getting the guaranteed mixup, but you cannot rely on it all the time, becasue your meter is limited. 63214c is a great way to get the knockdown, but it is metered as well. You can get some damage out of 214a or 236[a], which are viable on neutral, but you can only combo them off if they counterhit.
  376.  
  377.  
  378.  
  379. BEGINNER/CRUTCH COMBOS
  380. Babby:
  381. 2aa 5c 6c 4c (2c) 5bb jbc jbc AT : 3800
  382. Easy BnB, deals approximately 3800 damage, you can input 6C and 4C in the order you like. The important thing here is learning to consistently get in as much of the ground chain in as you can, without accidentally reverse beating. Focus on getting in the 5c before both 4c and 6c, so you get the full damage and don't reverse neat in the process.
  383. If you do the 2c, which only makes it a little easier to confirm from further afar here, try to learn to delay a little before the 5bb. It will place the opponent a little lower in the air, and will do you good in the future.
  384.  
  385. Knockdown:
  386. 2aa 5b 5c 4c 6c (2c) 623b: 3700, 4500 with OTG
  387. Easy knockdown combo with near fullscreen carry. If you threw them into the corner with some space to spare, also leads into OTG, bringing the full thing to ~4400 damage and hard knockdown. If you don't care about knockdown, you can also pick them up with 623c for more. You can also set an ex-flamepit, if you're confident in your ability to keep them in the corner. 22c will work, but it's better to tigerknee it if you can, since a tigerknee pit takes less frames. In Magical Christmas Land of peerless execution, you will be doing 292 to get a bit closer through the forward jump momentum, and make pressure easier.
  388. If you knock them down midscreen, they will get thrown far away, which is a good thing: do a forward superjump into j.236a from fullscreen. This results in generally safe ambigous crossup okizeme/pressure starter with the 2a after landing (potentially even tk j.2c), depending on at which point you throw the ribbon. Some characters can deal with this, especially if they have a tracking flashkick.
  389. 623b can be quirky to combo into from afar on standing opponents, so if you think you're too far away, you can trip them with 2c first, reducing your damage but making it connect for sure. Try to avoid having to do this, though.
  390. If you have an issue of accidentally doing a 2b, do 5c 6c 4c instead.
  391.  
  392. OTG
  393. 2c 63214a
  394. Easy otg. Works on every character anywhere. Leaves the opponent out of the corner, making sideswitch okizeme with tk.236a possible.
  395.  
  396. 5b 63214a
  397. Easy OTG. Doesn't work on every character, but it does more damage and is overall more practical than 2c if you've just started learning. Unfortunately, this also leaves the opponent in the actual corner, meaning that oki 2369a won't sideswitch, and 2a after it won't be a crossup. It still lets you set an ex-flamepit, which might be the best thing to do instead, if you are using this crutch.
  398.  
  399. 2aaa 5b 4C 63214A
  400. The actual optimal OTG. Great in corner, gives you a pseudo 4-way okizeme through tk. 236a. If you can do 2a5aa or 2aa5a at the start instead, it will become very slightly easier to do.
  401.  
  402.  
  403. BREAD AND BUTTER COMBOS
  404. Midscreen, Damage:
  405. (2aa) 5c 6c 4c 2c 5bb tk.236[b] jbc jbc airthrow : 4700
  406. A bit more complicated, but most reliable BnB, deals the most damage. It's what you will find yourself using the most at first, before you figure out your okizeme. 2c 5bb tk. 236[b] jbc jbc airthrow is also generally the best way to confirm random standing normal hits. If you have any other starter than 2a, try to go for something approaching this. If you can learn to put some delays between 2c, 5b, b, then it becomes that much easier to connect the ribbon. On some characters, you have to do the delays.
  407. ^ The a starter is in brackets because the entire point of the combo on later level is that you do it when you don't have hitconfirm.
  408. ^ If you have no gravity before it at all, this is difficult on Arcueid, Red Arcueid, Ryougi, and Warachia. For Warachia, ending in 623b or 63214a is what you probably want to do anyway. For the prior three, instead do:
  409. (2aa) 5c 6c 4c 5bb tk.236a jbc jbc airthrow: 4600
  410. This is a little difficult to do on the Arcueids still, you have to delay it a little. It's your most universal damage combo, and only does a little less damage, so you can learn it instead and save yourself a headache.
  411. On both of these, if you can add an airdash and possibly a third j.c at the end, these get corner carry from wall to wall (because your airthrow keeps momentum), but it's a very difficult and situational link. Dropping some normals beforehand will make it easier, but dropping a j.c will be a hit to your damage.
  412.  
  413.  
  414. Midscreen, Optimal:
  415. 2aa 5c 4c 6c 5bb 236[a] 2c 5[b]b jbc jbc airthrow : 4600
  416. OR 2aa 5c 4c 6c 5bb 236[a] 2c 5[b] 4c 63214a: 4600
  417. A versatile BnB that lets you go for hard knockdown ender situationally. As opposed to the above damage combos, though, this NEEDS the hitconfirm starter. The second version is what you always want, but you usually can't do it midscreen, even if it does work on Aoko. For others you have to carry them into the corner (this will happen often since the combo carries a lot, hence you may have to judge the distance while doing it). When you manage to end in the command throw, you are rewarded with 4-way okizeme through tk j.236a, or an ex-flamepit.
  418. The 2aa part is important, though it can be replaced with j.ba jump-in, j.236a 5a, or whatever.
  419. Note that the actual optimized version of the aircombo ender is 5[b] 4c IAD jabc jbc airthow, which does very minor additional damage. This just has insane corner carry though, so you don't really need the airdash j.c at the end to make it completely optimal - but it is possible.
  420.  
  421. 5c 4c 6c 5bb delay tkj.236c microdash j.bc j.bc airdash j.c airthrow : 5400
  422. Fullscreen corner carry and probably the most damage you will get midscreen on any character. Poor knockdown.
  423. The framework is not hard, but getting everything in properly might be. You can drop the first j.b or the airdash, but if you are spending meter, you will probably want as much bang for your buck as possible.
  424. Watch the height at which the ex-ribbons catch them, it should tell you whether you have a good start, or should drop the j.b or the airdash.
  425. The trick to delaying j.236c, if it's not obvious, is that it requires a jump, and 5bb is jump cancellable, so you need to fit it at the end of the jump cancel window. The tigerknee should also be well inputted to minimize landing recovery, as opposed to j.236[b] combos, which give you some leeway.
  426.  
  427. Corner:
  428. (2aa) 5c 4c 2c (delay) 6c 236[a] 2c 5[b]b 236[a] jabc jbc AT
  429. Easy corner combo for ~5000 damage.
  430.  
  431. 2aa 5c 4c 2c 6c 236[a] 2c (delay) 5c 236[a] 2c 5[b] 4c 63214a/5[b]b 623b (227c)
  432. Proper ribbon loop. There are easier variations of it too, and a whole bunch of ways of going about it in general, for example going for the aircombo and then the j.2c tech trap despite having done a fair bit of damage.
  433.  
  434. 2aa 5c 4c 2c 6c (recover) 2c 2a (whiff) 6c 2c 5[b] 4c 63214a
  435. One variant. If you get the timing it's good, easier than the base. Getting the knockdown is key.
  436.  
  437. 2aa/2b 5c6c4c 5bb 236[a] 2c 2a(whiff) 5c 2c 5[b] 4c 63214a
  438. The brute variant you see a lot of japanese players do. 5500 damage and solid knockdown, if you can get used to the idea of it. You may notice there is only one wallslam in it, so there is a lot more potential for damage in there yet!
  439.  
  440. j.2c 6c/4c 6c/4c 2b 2c 5c 5c 2c 5[b] 4c 63214a
  441. Confirm corner combo with an emphasis on okizeme.
  442.  
  443.  
  444.  
  445.  
  446.  
  447.  
  448. MAGICAL CHRISTMAS LAND & PUNISH COMBOS
  449. 5[b] 5c 4c 6c 623b 623c j.c j.c airthrow - 6200
  450. Extremely easy to perform, as long as you can actually land 5[b] as a starter. Practical if somebody whiffed an Arc Drive or something. For 100% meter, this does solid 6200 damage on VSion. You can also just do otg after 623b if you don't have meter or just want the command throw ender, for 5600 damage and hard knockdown.
  451. This has lots of carry and reach and should work as long as you aren't doing it out of the corner. Even if you only end in 623b and drop the rest, it's at least 5000 damage.
  452.  
  453. CHj.b/c OR CHj.236a OR CH2aa/5aa => 2a/5a 5c 4c 6c 5bb 2c 2a(whiff) 2a 5c 2c 5b(whiff)b 2c 5[b] 4c 63214a : 4600
  454. Truly reliable midscreen hard knockdown. The tigerknee needs to counterhit, though, which you shouldn't assume unless you have a perfect read on a sweep. Works on different characters off different counterhits too. Carries nearly full screen.
  455. (can't get this to work anymore but I swear it did, bottom line is that 2aaaa makes 5bb 2c possible. Counterhit is probably necessary to stay in)
  456.  
  457. 2aaa 6c 4c 5b 2b 2c 5c (delay) 5c 2c 236c 4c [2c 5bb 2a (whiff)] (delay) 82C 5bb 63214a
  458. C-Akiha gets a ridiculous meter combo as well. This works only on standing opponents. Needs adjustment for crouchers, because 5B trips crouchers. This is not practical and you should not waste time learning it over other combos.
  459. (not sure if still in game)
  460.  
  461.  
  462.  
  463.  
  464. CONFIRMS
  465. On the ground, try to get a combo into a tk ribbon, or just the 5bb. If 2c 5bb does not net you an aircombo, nothing will.
  466. From an air counterhit, you should try to do 2c 5[b] 4c midscreen, but plain 5[b] or 2c 5bb should be easy enough. In the corner, you might in theory be able to do 5c 5c 2c 5[b] 4c or something of the sort, depending on height.
  467. If in the air, forward dashing and using the proper normal to punish and confirm non-counterhits is a very important thing can will net you a lot of damage. In general, j.c covers an angle that many characters used to doing things in the air(extremely common relevant example: C-Seifuku) will be mistakenly feeling safe against.
  468.  
  469. 2c 5c iad j.c land j.b(2) j.b(2) j.2c (tech trap) 2c 5[b] (4c) 64321A
  470. Confirm from miscreen 2c into the corner. Has a very specific spacing.
  471.  
  472.  
  473.  
  474. OKIZEME
  475. Strong. If you feel like you can, try to go for 2a/82c mixup every time. Once the opponent starts backdashing, mix in some 2a (2c). If they like to jump on wakeup content with taking the minimal damage from j.2c, you can do a mid normal instead, it can cover the backdash too.
  476. Akiha's airthrow works actively against her strong okizeme game, The mixup can be done off midscreen airthrow, though dash-up j.2c is a little harder and somewhat fake. If you are scared to try that, dash-up 63214a will work on people blocking on wakeup - you shouldn't do it if you have a better mix-up option, though.
  477. Since Akiha STILL keeps her momentum after recovering from the airthrow, and since she really wants to do pressure badly, it's very somewhat odd, but viable strategy, when airthrowing people into the corner, to throw in the opposite direction, airthrowing them OUT of the corner, placing yourself in it, but securing the strong okizeme (probably still not j.2c). If you are going for this, you should do the airdash j.c aircombo, ie j.bc j.(b)c forward dash j.c (reverse) airthrow. It is not advisable to do this, but it is an option that exists.
  478. 214b spaced correctly can help make you safe against certain wakeup reversals. For most, and especially against tracking ones like Arcueid's, you will need to safejump.
  479. If you set the opponent out of corner (command throw ender does this), you can do 2369 and switch sides, possibly baiting out a not tracking dp or even clip them with the ribbon, depending on the timing. You can even sideswitch into overhead or command throw. This is nowhere near a real 4-way, but is still very scary okizeme to deal with.
  480. 22c is powerful on hard knockdown in the corner, and lets you get in 2a as well. A tigerknee'd pit is better, ideally 292.
  481.  
  482.  
  483. PRESSURE
  484. Possibly the most brainwrenching part of the character, due to having good general options but poor mobility and overall reliability. Simply, most of it will be a gatling from 2a, ending in some sort of a reset. 5b can extend your pressure if you space it right, but you want to save it in case you hit. 2[c] can work as a frame trap midway through, and 2bbb can be a surprise overhead once in a blue moon, but the way you intend to reset when you push yourself out is the crux of it.
  485.  
  486. rebeat 5a 2369a 2a
  487. Probably the best overall option the character has. It can lose to mashing, especially reversals and extremely fast anti-airs, but not much else. Leaves probably the shortest gap in the blockstring that still is a legitimate gap, so a shield may get you punished.
  488. Since you land right after it, you can block the shield counter, dp, or whatever followup they do, but for that you have to expect it. It has to be high shielded, of course, much like the jab after it.
  489.  
  490. 214b dash-in 2a/j.2c
  491. Probably the option you will find yourself using the most as you pick the character up. Akiha's ground dash is very poor, but 214b is so much plus on block you might still be able to get in the overhead. It can be superjumped out of, which is something most players will be wary of doing, but in the corner, with just the side of the pillar touching them, this can be quite scary.
  492. What this truly loses to is far abare - if they start doing that, start doing the frame trap 236a more, maybe delay it a little. Additionally, they have to do that before the pillar comes out. Once it does (especially if it whiffs), you are already safe and plus, and any abare they attempt should get beaten out.
  493.  
  494. 214[b] dash-in ????
  495. As above, but much worse. It still has its place. Do this if you push yourself too far for any sort of reset, and you know it. Mix these situations with the regular 214b, or the half charged version, so people trying to jump out can get caught.
  496.  
  497. 214b whiff 2c/4c
  498. Seemingly an idiotic ghetto trick. Surprisingly effective. People like to forget that 214b has no recovery, so if they let the pillar at all come out, they are sitting ducks and you have technically already managed to reset. They can even start to respect this, letting you dash in even on whiff.
  499.  
  500. rebeat 5a dash-in 2aa/b/c
  501. Carries the one advantage of being able to dashblock, up to a point, ironically because it is so slow. You shouldn't do this, but sometimes you will have to. Do NOT attempt the overhead from this, its startup is far too long for it to work anymore
  502.  
  503. 236b 236c dash-in 2a/j.2c
  504. This is pressure extension paid for with meter. Do this if you are not confident in your ability to hold your pressure, at all. Do it repeatedly if you intend to chip the opponent to death.
  505.  
  506. any of above but dash-in 63214a
  507. Do this if you are 100% sure the opponent will block and only block. 2a/2b/5b/5[b] (delay) 63214b is workable within pressure as well.
  508.  
  509. any of above but dash-in 63214c
  510. Do this if you are desperate for a knockdown and are 100% sure the opponent isn't becoming airborne or throw immune. Being a golden throw, it covers both blocking and mashing.
  511.  
  512. any of above but dash-in AAD
  513. This looks cool, but don't do it unless you can make it unblockable. From a pillar or a tk ribbon, people have enough space to upback the throw and chickenblock the claw. Burn the meter on 236c, or do 63214c instead, it's just as invulnerable and much less reactable.
  514.  
  515. 236a (frame trap)
  516. Does very little damage, but is a safe non-commital option against outrageous tools the other things don't work on. You should at least do this sometime to establish your pressure, especially midscreen. Doing this midscreen might often be a better idea than attempting heavy-handed pressure. Scrub sweeper.
  517.  
  518. 2368/7a
  519. Back jump tk ribbon. Used to bait out reversals, heats, and shields. Extremely good at its job, not a complete catastrophe if you misread. 7 is the safer one, 8 is the one that gives you a chance to resume pressure on block.
  520.  
  521. 5a rebeat IAD j.b 2a/j.2c
  522. Possible double overhead. Pretty bad because of how much time it takes, but you shouldn't forget its existence.
  523.  
  524. 214c
  525. Do this if you are 100% sure the opponent will be superjumping up (in order to forward dash over you and your expected pillar, maybe). Make sure they can't react to the flash anymore. It's extremely fake, but real human beings can rarely deal with it. C-Moons holding shield will at least have an easier time.
  526.  
  527.  
  528.  
  529.  
  530.  
  531.  
  532.  
  533. Matchups
  534.  
  535. Nero: Abuse 236[a], which hits him at full length since he's so tall, and flamepits. It will lose to bird if you're slow. There will be a lot of time outs, but you have an easy time outzoning him with your tools, in particular meterless flamepits. Don't try to punch your way out of the corner, aside of a well timed bunker or something, try to jump and ribbon-airdash out if you can.
  536.  
  537. Wallachia: Abuse 236[a] and try to zone as much as possible. His extended hurtboxes (5c, j.b/c) have a tendency to clip vertical things, so try to use 214a more than usual.
  538.  
  539. Warc: tk j.236[b] aircombo does not work on her very well. You would have to hitconfirm and do the entire ground string before that as well. You are forced to either hitconfirm and go for the 236[a] midscreen combo, or end everything midscreen in momiji.
  540.  
  541. Arc: Respect her reversal. Use 214b for okizeme, try to do it right to bait out the DP. Do a lot of 236a frame traps.
  542.  
  543. Nanaya: Respect his reversal. Use 214b for okizeme, try to do it right to bait out the DP. Abuse his poor neutral with your ribbons, but don't let him sj.airthrow you for doing j.236[b].
  544.  
  545. Aoko: Orbs are especially obnoxious for you, and make it difficult for you to run your usual air shenanigans, especially when approaching. Break orbs with zoning tools if possible. Watch for which orbs are charged and which aren't, or you will eat them upon landing. You have an easier time comboing her than most characters.
  546.  
  547. Satsuki: You can end the 236[a] combo midscreen in command throw. It's not easy, but definitely possible.
  548.  
  549. Ryougi: Respect her air movement, but try to fight her air-to-ground or ground-to-air. Abuse your mixups. If it's half moon, keep her reversal option in mind, and be careful if she has a knife, but still abuse your mixups. Make sure to perform the proper OTG or 2c, 5b will not connect.
  550.  
  551. Len, WLen, Miyako: Make sure to OTG her properly or with 2c, 5b will not connect.
  552.  
  553. Hime: This is actually (relatively speaking) bad for Hime, due to your j.c angle, and due to 214c working as sort of checkmate. If she ever floats higher up, approach carefully to punish - she is in a bad spot. Dashblock a whole lot.
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