Flamepits are usually TKed and used in combos and blockstrings. Air flamepits make you stop in the air and their ability to break momentum isn’t affected by doing a dash jump. If you’re a new player, I highly suggest working on your neutral game and basic BnB consistency instead. Not much more to say about it. Can work as an anti air if they’re above you. For 5C specifically, where you have spent your jump cancel to get the pits, you can’t turn that into a great knockdown, since comboing off A and 4C requires that you have a jump cancel.
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Just summons a pit a little bit farther then the B version. Akiha traps her opponent in the air and summons a vast amount of flametongues to engulf the poor victim in vermullion sea of red.
Version A – Akiha summons a veermillion right underneath herself. Akiha can and should use pillars in the air. After normal jump TK air puffball, you want to chain into j. Another strong pressure tool. Good for fishing for air to air counterhits if vermillipn jumping above you.
You can cancel j. You can also manually ignite them by inputting their motion a second time. Retrieved from ” http: This is the only true infinite left in the PC version of the game the Ringwide version, played in Japan arcades, is slightly older and has a C-KohaMech infiniteand as such, is extremely damaging.
Her ground forward dash is extremely fast, has very little startup vernillion it vegmillion take her long before she starts moving, as opposed to say PCiel, whose dash has a long amount of time at the beginning where she isn’t movingand has a bit of low profile ability, allowing her to dash under some characters who are trying to jump in with buttons towards you, and potentially run behind someone and 5A them on the other side.
This dash coupled with her strong frame data allows her to also tick throw quite effectively. Verkillion Mid, -4 on block. Do note that it’s not as much advantage as j. You need to learn the momiji b loop with her for damage and meter. Used for spacing and blockstrings.
If you’re a new player, I highly suggest working on your neutral game and basic BnB consistency instead. Navigation Main Page Recent changes. Its strong frame advantage on block also makes a decent tool to try to frame trap with. Akiha vermillionn out in front of her and summons a flaming ball at the tip of her finger.
For 5C specifically, where you have spent your jump cancel to get the pits, you can’t turn that into a great knockdown, since comboing off A and 4C requires that you have a jump cancel. Using a puffball disallows you from air backdashing till you land, so it’s extremely important to know which version of the puffball you want to use. Her air speed is absurd. Is very punishable on wiff.
Her high speed combined with j. Ender to Momiji loop and hard knockdown. Her backdash is fairly standard; it can avoid some stuff if you really want to avoid stuff with it, but again, if it gets baited you are going for a ride. While midair Akiha jumps a bit higher into the air and puts a flaming ball underneath her. Her overhead, verrmillion as the other moons.
C except it can’t be dash canceled. If you just really, really want to go super fast and not care about anything else, HVakiha is the character for you. This page was last edited on 11 Juneat Unlike for C and H moon where this move worked as an anti air with upper body invincibility, F’s A has no invincibility whatsoever and thus isn’t a very good anti air at all though it is still air unblockable. Only used in some metered midscreen combos. FVAkiha is one of the most mobile characters in all of Melty Blood.
Once she lands a hit, her setplay is second to none and is among the most hopeless feeling situations in Melty.