As you’re landing you can go into j. Creates a pit in front of Akiha that persists for 4 seconds as long as any button is held down, erupts into a flame pillar on release. A useful TK move, as it can be used to create cross-up situations, much like Crescent’s. This kills your aerial momentum and makes you pop forward a bit. Navigation Main Page Recent changes. Akiha does a little twirl in the air and leaves a web of flames behind. It automatically homes in on your opponent and lets loose.
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Pressure in this situation can get a lot more elaborate by utilizing the pillar to cover the start-up of F-Akiha’s slower specials web, TK charged ribbonand using the frame advantage these usually provide to set another pillar or continue pressure if you didn’t activate the one already set though you should keep track of how long it’s been sitting so as not to have it dissipate and go to waste.
This is very unsafe on block so whiff cancel to 2A or 5A to make it safe whenever this happens. For air vs air situations, unless you have confidence in getting it out completely, you should take a move reserve approach in throwing this out.
Melty Blood/Akiha Tohno/PS2 – Mizuumi Wiki
Webs provide sufficient time to set a pillar zkiha resume pressure provided you’re close enough if the start up is respected. It angles downward, so this is the preferred move to use as a jumpin aklha while descending on your opponent. Leading into this move, then picking it up for the rest of the combo leads to H-Akiha’s big damage combos.
Used in the same situations as a normal jB; you’ll want to vary between them to keep opponents guessing also hard to pickup on counter hit. Frame advantage on block, but not as much skiha the ground version’s; there isn’t much reason to choose this over C. Standard corner combo with an emphasis on okizeme. Fairly safe on block, but kills your momentum unless you cancel into C or C; there’s no real reason to use this.
This is the attack to counter with if an anti-air ground EX-Shield is landed. Creates a aiha set of puddles that travel quickly across the screen. Generally 2 hits if it hits, on block. The EX web does not disappear when Akiha is hit.
This is quite possibly F-Akiha’s best move, as it is the base of her frame trap game just beware Akihz Hiero-type movescorner lockdown, fuzzy guard, serves as an anti-air for many common trajectories, and is a critical part in her most damaging combos.
Creates a small puddle that slowly travels along the floor as long as A is aakiha until it either hits the opponent or dissipates. Delay the 2B or do it asap as necessary! A useful Akkha move, as it can be used to create cross-up situations, much like Crescent’s. It is pretty much useless. The latter is similar to her midscreen pressure, while the former allows you to make use of her numerous specials to create long chains that tear through an opponent’s guard meter fairly quickly.
Know your enemy as depending on their reversal options, they may very well have to block ie Full Moons don’t have heat activation akiua they might not have any viable wakeup reversals, etc. Has lower body invincibility and leads to the same solid knockdown as other moons, but is less useful as F-Akiha has better options for ending combos.
Akiha takes a slightly higher hop forward and throws out multiple ribbons. For zoning, you definitely want this move for feeling out opponents that are below you. She is the current head of the Tohno family, biological daughter of Makihisa Tohno, and adopted younger sister of Shiki Tohno. Because this move knocks down crouchers on hit and doesn’t have any proration, it is the preferred move to trip people with during combos. A relatively fast sweep with good range. The low mixup can be qkiha with 2A, but that will require akia button-shuffing, so adjust accordingly.
Melty Blood/Akiha Tohno/PS2
The webs themselves will visually appear but will not hit until a akoha later when it dissipates. Can be blocked high or low. Does not hit crouching opponents. Off of 2AA instead of j. You can also superjump tk. Depending on the groove you choose, Akiha can be capable of dealing amazing damage, strong pressure, very respectable zoning, and a great mixup game especially in the corner.
Akiha “Crimson Red Vermillion Akiha” Toono
Very steep low arc, 1 hit. Confirm on crouchers only, this is the most damaging combo listed.
Akiha waves an open hand forward, summoning a pillar of flame on to the stage.