AKIHA VERMILLION WALLPAPER HD

akiha vermillion

The safest way to defend with FVAkiha is to use your reactions and reads to block and EX guard whenever you can to recover your guard meter, get more meter, and push the opponent away further, and read if someone wants to throw you and avoid it, either with throw techs, abare 2A’s, or jumping out. While her defensive options are just as lackluster as a majority of the cast, the problem with FVAkiha’s stuff is that if it gets baited it hurts a lot, lot more than it hurts everyone else, because her life is extremely low and her defense modifiers are really high as in she eats a lot more damage per hit than most characters. Her dash jump covers a long distance so dash jumping to poke the opponent out of anything slow in the air is a valid strategy if you have the hard read to back it up. The fifth starter requires a relatively high j. Can cross up extremely well. Hits twice and both hits are jump cancelable. Hits mid, on block!

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For amiha 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. While it does help to know the basics of pit pressure for blockstrings, it is absolutely not a necessity with this character.

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Melty Blood/Akiha Vermillion/Full Moon – Mizuumi Wiki

Only used in some metered midscreen combos. She has phenomenal control over the air with huge normals, an unrivalled ability to move with her airdashes and control space with vermilluon large specials, many of which are jump cancellable. C causes hard knockdown and her 5B is a great frame trap normal. Pairing these together, you can create strings limited by your imagination and vermillioj opponent’s willingness to escape your pressure.

Used for spacing and blockstrings. Super jump puffball isn’t that good. FVAkiha doesn’t really use OTG’s because her corner knockdown game is strong, however they are an option, and are especially useful to know if you land a 2C in neutral.

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Simply blocking and akkha guarding it is a very safe option to deal with it, but then FVAkiha can air dash j. Version C – Cost no meter. FVAkiha’s offense is extremely potent, with F moon’s standard extremely good frame data coupled with a really fast dash that allows her to tick throw very well.

Melty Blood/Akiha Vermillion/Full Moon

B for a safe blockstring, or land and 2A if you’ve conditioned them to always take the j. Can work as an anti air if they’re above you.

It’s not possible to ToD someone from the infinite so the thing is to just take a well positioned knockdown off it.

Hits low, -1 on block. A version – The pillars spawn just in front akiya Akiha. Her basic combo is a guaranteed corner carry and her air normals are the best of C and F moon j. Navigation a,iha Personal tools Log in.

There’s no real difference in which input you want to use. B version – Just like the Momiji rush from the other 2 moons. Nothing special or really useful about this attack.

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C, run up puffball, etc, but note that these two are the primary options you have. An upward kick with a pretty good hitbox in front of her. Can be used as a decent soft-read anti air.

Melty Blood/Akiha Vermillion – Mizuumi Wiki

Of course, with great mobility comes great responsibility – you must make sure that you’re not moving yourself into harm’s way, as VAkiha’s extremely low life means any mistake you make can mean the end for you. It is preformed by doing an EX shield on the ground. For combo 6, you can switch the ender from j.

Retrieved from ” http: Once the opponent starts respecting these you have the option to run up throw, IAD j. The safest way to defend with FVAkiha is to use your reactions and reads to block and EX guard whenever you can to recover your guard meter, get more meter, and push the opponent away further, and read if someone wants to throw you and avoid it, either with throw techs, abare 2A’s, or jumping out.

Just summons a pit a little bit farther then the B version. Primarily used to get knockdowns off air combos that set up meaty air pillar. Keep in mind that air pillars move a shorter distance then ground pillars and that you cannot preform any input till you land and recover on the ground.