Idol Showdown/Aki Rosenthal: Difference between revisions

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{{Version-IS|4.0.2}}
{{Version-IS|4.0.6}}
[[File:IS_Aki_Logo.png|250px]]
[[File:IS_Aki_Logo.png|250px]]


'''Half-Elf From Another World''' - ''Magical Pressure From Afar''
'''Half-Elf From Another World''' - ''Magical Pressure From Afar'' <br>
'''Difficulty''' - ★★★☆☆☆
{{CharacterIntro-IS|char= Aki
{{CharacterIntro-IS|char= Aki
|hp=950
|hp=950
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'''Aki''' is a zoner who utilizes the all-mighty MukiRose to lock down her opponents.
'''Aki''' is a zoner who utilizes the all-mighty MukiRose to lock down her opponents.
|pros=
|pros=
*'''Anti-Airs''': Aki has amazing anti-air options to deal with opponents jumping at her in {{Input|5M}} and {{Input|2H}}. On top of being fast and air unblockable, her {{Input|5M}} has head invulnerability through the move's later frames.  
*'''Zoning''': Aki's projectiles have relatively low recovery and cover large angles, and when paired with her {{Input|3M}} and {{Input|22M}}, it can be very hard to approach her. {{Input|22S}} also makes Aki’s projectiles deal two hits, which makes it hard for people to fight her with their own projectiles. {{Input|3H}} also low profiles most projectiles in the game.
*'''Outzoning''': {{Input|22S}} makes Aki’s projectiles deal two hits, which makes it quite hard for people to fight her with their own projectiles. Alongside her {{Input|3M}} and {{Input|22M}}, she trivializes matchups against other zoners.
*'''Anti-Airs''': Aki has amazing anti-air options to deal with opponents jumping at her in {{Input|5M}} and {{Input|2H}}. On top of being fast and air unblockable, her {{Input|5M}} has head invulnerability through the move's active frames.  
*'''Ranged Conversions''': {{Input|2M}} and {{Input|6M}} are great high range pokes that can be converted into {{Input|3H}} for full combos. {{Input|3M}} can also be hit-confirmed into {{Input|22H}} for a high damage combo.
*'''Good Meter Build''': Aki builds both meters decently well with her heavy special usage. This leads to her often having a surplus of meter that can be used for assist setups.
*'''Good Meter Build''': Aki builds both meters decently well with her heavy special usage. This leads to her often having a surplus of meter that can be used for assist setups.
*'''Assist Variety''': Works well with almost every assist, many of which open up new options or accentuates her strengths.
*'''Belly Dancing'''
*'''Belly Dancing'''
|cons=
|cons=
*'''Dubious Defense''': Aki has a hard time mashing out of pressure and punishing certain options due to her {{Input|2L}} and {{Input|5L}} having very short range. Her {{Input|236S}} has short range and an extremely long recovery if it doesn't hit, and her [2]8H isn't very useful in the corner. She also has only 950 health, leaving little room for error.
*'''Dubious Defense''': Aki has a hard time mashing out of pressure and punishing certain options due to her {{Input|2L}} and {{Input|5L}} having very short range. Her {{Input|236S}} has short range and an extremely long recovery if it doesn't hit, and her [2]8H is weaker in the corner. She also has only 950 health, leaving little room for error.
*'''Limited Uses for Meter''': Aki builds both meters fairly well, but her specials are not very suited for Superchat Cancels, and her Star Specials are fairly mediocre for their cost. As a result, most of her meter is used for assists or reversals.
|width=100
|width=100
}}
}}
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|image=ISD_Aki_5L.png
|image=ISD_Aki_5L.png
|hitbox=ISD_Aki_5L_Hitbox.png
|hitbox=ISD_Aki_5L_Hitbox.png
|caption=You read right, it's not a low.
|caption=It's a low!
|name=5L
|name=5L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=20
  |damage=20
  |guard=Mid
  |guard=Low
  |startup=6
  |startup=5
  |active=2
  |active=2
  |recovery=12
  |recovery=13
  |advHit=
  |advHit=0
  |advBlock=-2
  |advBlock=-3
  |description=Aki stomps the ground near her. Surprisingly not a low.
  |description=
*Self-Gatling Count: 3
Aki stomps the ground near her.
  }}
  }}
}}
}}
Line 60: Line 62:
|image=ISD_Aki_5M.png
|image=ISD_Aki_5M.png
|hitbox=ISD_Aki_5M_Hitbox.png
|hitbox=ISD_Aki_5M_Hitbox.png
|caption= Frame 1 head invuln
|caption=  
|name=5M
|name=5M
|data=
|data=
Line 69: Line 71:
  |active=4
  |active=4
  |recovery=14
  |recovery=14
  |advHit=
  |advHit=+2
  |advBlock=-7
  |advBlock=-2
  |invul= (1~12) {{Property-IS|head}}
  |invul= (5~12) {{Property-IS|head}}
  |description=Aki waves above her heard with one of her twintails. Decent speed anti-air with head invuln that is air unblockable.
  |description=Aki waves above her heard with one of her twintails. Decent speed anti-air with head invuln that is air unblockable.
  }}
  }}
Line 86: Line 88:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=20, 110
  |damage=119(20, 99)
  |guard=Mid, Mid
  |guard=Mid, Mid
  |startup=13[25]
  |startup=13[25]
  |active=2(10)3
  |active=2(10)3
  |recovery=Total: 34
  |recovery=20
  |advHit=
  |advHit=KD
  |advBlock=-2 [-8] {+4}
  |advBlock=-4 [+4] {+3}
  |description=Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.<br>
  |description=Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.<br>
*Values in [ ] denote the frame data of MukiRose's attack.
*Normal values denote the frame data of Aki hitting without Muki.
*Values in [ ] denote the frame data of MukiRose's attack if Aki hits.
*Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
*Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
  }}
  }}
Line 112: Line 115:
  |startup=6
  |startup=6
  |active=3
  |active=3
  |recovery=10
  |recovery=11
  |advHit=
  |advHit=+1
  |advBlock=-3
  |advBlock=-2
  |description=Aki attacks above her head with her hands. This move does not have much range and will whiff on some low-profiles, but it is a decent anti-air.
  |description=
*Self-Gatling Count: 2
Aki attacks above her head with her hands. This move does not have much range and will whiff on some low-profiles, but it is a decent anti-air.
  }}
  }}
}}
}}
Line 131: Line 136:
  |damage=75
  |damage=75
  |guard=Mid
  |guard=Mid
  |startup=12
  |startup=9
  |active=8
  |active=4
  |recovery=19
  |recovery=18
  |advHit=
  |advHit=+1
  |advBlock=-11
  |advBlock=-4
  |invul= (8~12) {{Property-IS|head}}
  |invul=
  |description=Aki flips one of her twintails for a decently ranged attack that is jump cancellable. This move is a decent anti-air, but it will whiff on some low-profiles.
  |description=Aki flips one of her twintails for a ranged attack.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=25, 115
  |damage=129(25, 104)
  |guard=Low, Mid
  |guard=Low,Air Unblockable
  |startup=17 [25]
  |startup=17 [25]
  |active=3(5)5
  |active=3(5)5
  |recovery=Total: 35
  |recovery=
  |advHit=
  |advHit=Launch
  |advBlock=-7 [+2] {+5}
  |advBlock=-7 [+19] {+15}
  |description=Aki hits the ground near her with her hand and then summons MukiRose for a giant kick that wallbounces. MukiRose's kick whiffs on crouching opponents and even some standing opponents. When kara cancelled into throw or UOH, MukiRose's attack will still come out. <br>
|invul= (6~19) {{Property-IS|head}}
*Values in [ ] denote the frame data of MukiRose's attack.
  |description=
*Muki's kick is an air unblockable mid that will always whiff on crouching opponents.
Aki hits the ground near her with her hand and then summons MukiRose for a giant kick that leaves the opponent in a completely air untechable state until they touch the ground. MukiRose's kick may sometimes whiff on standing opponents if they are short enough. When kara cancelled into throw or UOH, MukiRose's attack will still come out. <br>
*Normal values denote the frame data of Aki hitting without Muki.
*Values in [ ] denote the frame data of MukiRose's attack if Aki hits.
*Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
*Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
  }}
  }}
Line 172: Line 181:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=55
  |damage=65
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=12
  |startup=12
  |active=6
  |active=6
  |recovery=17
  |recovery=20
  |advHit=
  |advHit=HKD
  |advBlock=-11
  |advBlock=-14
  |description=Sweep
  |description=Sweep that has extreme low profile and leads to combos on hit when combined with other specials.
  }}
  }}
}}
}}
=== Jumping Normals ===
=== Jumping Normals ===
====== <font style="visibility:hidden" size="0">j.L</font> ======
====== <font style="visibility:hidden" size="0">j.L</font> ======
Line 195: Line 205:
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=2 after landing
  |recovery=Until Landing + 2
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 217: Line 227:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=30x3
  |damage=28x3
  |guard=High, High, High
  |guard=High, High, High
  |startup=13
  |startup=13
  |active=4(4)4(4)4
  |active=4(2)4(2)4
  |recovery=3 after landing
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 240: Line 250:
  |startup=16
  |startup=16
  |active=4
  |active=4
  |recovery=4 after landing
  |recovery=Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 261: Line 271:
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
  |active=50
  |active=Until Landing
  |recovery=15 after landing
  |recovery=Until Landing + 9
  |advHit=+4 at lowest height
  |advHit=-2 ~ +11
  |advBlock=+1 at lowest height
  |advBlock=-7 ~ +6
  |description=Dive kick. Causes a techable knockdown on air hit.  
  |description=Dive kick. Causes a techable knockdown on air hit. Has enough advantage when hitting at certain angles to continue into a combo on the ground.
  }}
  }}
}}
}}
Line 283: Line 293:
  |active=4
  |active=4
  |recovery=17
  |recovery=17
  |advHit=
  |advHit=0
  |advBlock=-8
  |advBlock=-8
  |description=Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.
  |description=Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.
Line 305: Line 315:
  |active=4
  |active=4
  |recovery=23
  |recovery=23
  |advHit=
  |advHit=-4
  |advBlock=-11
  |advBlock=-9
  |description=Aki flips one of her twintails for a long-ranged, special cancellable attack that visually looks very similar to {{Input|2M}}. However, it has a large deadzone in front of Aki and only actually hits at a very specific range. This move can also anti-air at that range, but it's not a hitbox for the entire rising portion of the animation.
  |description=Aki flips one of her twintails for a long-ranged, special cancellable attack that visually looks very similar to {{Input|2M}}. However, it has a large deadzone in front of Aki and only actually hits at a very specific range. This move can also anti-air at that range, but it's not a hitbox for the entire rising portion of the animation.
  }}
  }}
}}
}}


===Throw===
===Universal Mechanics===
===<font style="visibility:hidden" size="0">Throw</font> ===
 
=====<font style="visibility:hidden" size="0">Throw</font> =====
{{MoveData
{{MoveData
|image=ISD_Aki_Grab.png
|image=ISD_Aki_Grab.png
Line 326: Line 337:
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=21
  |recovery=31
  |advHit=
  |advHit=
  |advBlock=N/A
  |advBlock=N/A
  |description=
  |description=
*Total Frames: 29
*Total Frames: 39
Aki's universal grab.  
Aki's universal grab.  
  }}
  }}
}}
}}


===Overhead===
===== <font style="visibility:hidden" size="0">Overhead</font> =====
=== <font style="visibility:hidden" size="0">Overhead</font> ===
{{MoveData
{{MoveData
|image=ISD_Aki_jL.png
|image=ISD_Aki_jL.png
Line 348: Line 358:
  |damage=60
  |damage=60
  |guard=High
  |guard=High
  |startup=26
  |startup=23
  |active=3
  |active=3
  |recovery=19
  |recovery=19
  |advHit=
  |advHit=+2
  |advBlock=+1
  |advBlock=-3
  |invul= (6~35) {{Property-IS|grab}}
  |invul= (6~36) {{Property-IS|grab}}
  |description=
  |description=
Universal overhead.
Universal overhead.
}}
}}
===== <font style="visibility:hidden" size="0">Superchat Reversal</font> =====
{{MoveData
|image=ISD_Aki_5H.png
|hitbox=ISD_Aki_SCR_Hitbox.png
|caption=
|name=Superchat Reversal
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
{{AttackData-IS
|damage=0
|guard=Mid
|startup=16
|active=2
|recovery=23
|advHit=0
|advBlock=-10
|invul= (1~17) {{Property-IS|full}}
|description=
*Superchat Reversal
  }}
  }}
}}
}}
Line 362: Line 394:
====== <font style="visibility:hidden" size="0">236L/M/H</font> ======
====== <font style="visibility:hidden" size="0">236L/M/H</font> ======
{{MoveData
{{MoveData
|name=Good Boy
|name=Praise
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image=ISD_Aki_236X.png
|image=ISD_Aki_236X.png
|caption=Good Boy
|caption=
|image2=ISD_Aki_236X.png
|caption2=Bad Boy
|image3=ISD_Aki_236X.png
|caption3=Hey Baby!
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=236L
  |version=Good Boy
|damage=60
|guard=Mid
|startup=34
|active=Until Expiration
|recovery=7
|advHit=+19~
|advBlock=+16~
|description=
* Grants 2 superchats on use
Aki produces a light beam projectile that starts high and then travels downwards.
* Using [[#22S|Hypnotic Hips]] causes the projectile to have an extra hit.
}}
{{AttackData-IS
|header=no
|version=Nice Boy
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=31
  |active=
  |active=Until Expiration
  |recovery=Total: 35
  |recovery=10
  |advHit=
|advHit=+16~
  |advBlock=
|advBlock=+13~
|description=
* Grants 2 superchats on use
Aki produces a light beam projectile that starts high then travels downwards. This move travels faster than the light version but does not go as far.
* Using [[#22S|Hypnotic Hips]] causes the projectile to deal an extra hit.
}}
{{AttackData-IS
|header=no
|version= Hey Baby!
|damage=60, 60
|guard=Mid, Mid
|startup=28
|active=Until Expiration
|recovery=14
|advHit=+25~
|advBlock=+22~
|description=
* Grants 2 superchats on use
* Projectile does not disappear if Aki is hit
Produces a 2 hit projectile that swirls once before travelling in a straight line.
* Using [[#22S|Hypnotic Hips]] causes the projectile to deal an extra hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">236L/M/H</font> ======
{{MoveData
|name=Degrade
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=ISD_Aki_236X.png
|caption=
|data=
{{AttackData-IS
|version=Bad Boy
|damage=60
|guard=Mid
|startup=31
|active=Until Expiration
|recovery=11
  |advHit=+15~
  |advBlock=+12~
  |description=
  |description=
* Grants 2 superchats on use
* Grants 2 superchats on use
* Does not disappear if Aki is hit
Aki produces a light beam projectile that starts low and then travels upwards.  
* Has a projectile durability of 1x1
* Using [[#22S|Hypnotic Hips]] causes the projectile to have an extra hit.
Aki produces a light beam projectile that starts high and then travels downwards. This projectile will hit grounded opponents further away but will actually whiff against crouching opponents somewhat close to Aki and against grounded opponents directly in front of her. Use {{Input|236M}} or {{Input|236H}} to hit in those instances. This move has a fast animation, so Aki can make great use of it for zoning and counter-zoning, as she can often perform the attack and then block as the light beam goes to punish her opponent.
* Using [[#22S|Hypnotic Hips]] causes the projectile to home in on the opponent.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=236M
  |version=Naughty Boy
  |damage=60
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=31
  |active=
  |active=Until Expiration
  |recovery=Total: 36
  |recovery=11
  |advHit=
  |advHit=+15~
  |advBlock=
  |advBlock=+12~
  |description=
  |description=
* Grants 2 superchats on use
* Grants 2 superchats on use
* Does not disappear if Aki is hit
Aki produces a light beam projectile that starts low then travels upwards. This move goes at a higher angle than the light version.
* Has a projectile durability of 1x1
* Using [[#22S|Hypnotic Hips]] causes the projectile to deal an extra hit.
Aki produces a light beam projectile that starts low and then travels upwards. This projectile will hit jumping opponents further away. It will also hit grounded opponents in front of Aki from point blank to most of the screen away but will start whiffing against crouching opponents around half-screen. Use {{Input|236L}} or {{Input|236H}} to hit in those instances. If you want to use a fireball in a blockstring, this will probably be the one you want to use as {{Input|236L}} is liable to whiff. This move has a fast animation, so Aki can make great use of it for zoning and counter-zoning, as she can often perform the attack and then block as the light beam goes to punish her opponent.
* Using [[#22S|Hypnotic Hips]] causes the projectile to home in on the opponent.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=236H
  |version=Ara Ara!
  |damage=60, 60
  |damage=60, 60
  |guard=Mid, Mid
  |guard=Mid, Mid
  |startup=
  |startup=
  |active=
  |active=Until Expiration
  |recovery=Total: 33
  |recovery=42
  |advHit=
  |advHit=+58~
  |advBlock=
  |advBlock=+55~
  |description=
  |description=
* Grants 2 superchats on use
* Grants 2 superchats on use
* Projectiles do not disappear if Aki is hit
* Projectile does not disappear if Aki is hit
* Each projectile has a projectile durability of 1x1
* Projectile becomes active 18 frames after Aki recovers (60 frames in total taking into account startup)
Produces both {{Input|236L}} and {{Input|236M}} light beams in quick succession, making the move difficult to crouch under or jump over.  
Produces a flash of light that after a short delay turns into a 2 hit projectile that travels upwards.
* Using [[#22S|Hypnotic Hips]] causes both projectiles to home in on the opponent.
* Using [[#22S|Hypnotic Hips]] causes the projectile to deal an extra hit.
}}
}}
}}
}}
Line 425: Line 503:
====== <font style="visibility:hidden" size="0">214L</font> ======
====== <font style="visibility:hidden" size="0">214L</font> ======
{{MoveData
{{MoveData
|name=Muki Specials
|name=Muki!
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image=ISD_Aki_214X.png
|image=ISD_Aki_214X.png
|caption=Summons her own personal assist
|caption=Summons her own personal assist
Line 433: Line 511:
|name=Muki Fist!
|name=Muki Fist!
|hitbox=ISD_Aki_214L_Hitbox.png
|hitbox=ISD_Aki_214L_Hitbox.png
|input=214L
|input=22L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
Line 442: Line 520:
   |recovery=10
   |recovery=10
   |advHit=+2
   |advHit=+2
   |advBlock=-3
   |advBlock=-1
   |description=
   |description=
* Grants 3 superchats on use
* Grants 3 superchats on use
Line 457: Line 535:
|hitbox3=ISD_Aki_214M_f39_Hitbox.png
|hitbox3=ISD_Aki_214M_f39_Hitbox.png
|hitboxCaption3=frame 39
|hitboxCaption3=frame 39
|input=214M
|input=22M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
   |damage=100
   |damage=100, 100(g)
   |guard=Mid
   |guard=Mid
   |startup=~30
   |startup=
   |active=~11
   |active=9,2(g)
   |recovery=Total: 18
   |recovery=25
   |advHit=+33
   |advHit=+27
   |advBlock=+29
   |advBlock=+23
   |description=
   |description=
* Grants 3 superchats on use
* Grants 3 superchats on use
* Disappears if Aki is hit
* Disappears if Aki is hit
* Muki becomes active in the air 6 frames after Aki recovers (31 frames in total taking into account startup)
* Muki generally makes contact with a standing opponent 10 frames after Aki recovers (35 frames in total taking into account startup)
Aki summons MukiRose to perform a dive kick from the sky. He tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will avoid this attack. This also has a hitbox behind her on activation for reasons.
Aki summons MukiRose to perform a dive kick from the sky. He tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will avoid this attack. This also has a hitbox behind her on activation for reasons.
* Muki has 2 sections of active hitboxes and the second section will only hit opponents that are knocked down (g). This will result in opponents sometimes taking 200 damage total if they swatted out of the air by Muki.
  }}
  }}
}}
}}
Line 478: Line 559:
|hitbox2=ISD_Aki_214H_Hitbox_Uppercut1.png
|hitbox2=ISD_Aki_214H_Hitbox_Uppercut1.png
|hitbox3=ISD_Aki_214H_Hitbox_Uppercut2.png
|hitbox3=ISD_Aki_214H_Hitbox_Uppercut2.png
|input=214H
|input=22H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
   |damage=80, 100
   |damage=180(80, 100)
   |guard=Mid, Mid
   |guard=Mid, Mid
   |startup=18-20
   |startup=
   |active=4(16)2
   |active=4(16)2
   |recovery=
   |recovery=19
   |advHit=
   |advHit=Launch
   |advBlock=
   |advBlock=+50
   |description=
   |description=
* Grants 5 superchats on use
* Grants 5 superchats on use
* Disappears if Aki is hit
* Disappears if Aki is hit
Aki summons MukiRose to perform a spinning backhand into an uppercut. The startup of MukiRose's first attack (backfist) is actually slightly affected by Aki's distance from the opponent. It will come out up to 2 frames later the further away Aki is from her opponent. The second attack (uppercut) whiffs on all crouchers except for Coco. These attributes of the two strikes make this move somewhat unreliable in fully connecting with the opponent.
* Muki becomes active between the 18th and 20th frame of Aki's recovery and leaves a 4 frame gap between each punch
Aki summons MukiRose to perform a spinning backhand into an uppercut. The startup of MukiRose's first attack (backfist) is actually slightly affected by Aki's distance from the opponent. It will come out up to 2 frames later the further away Aki is from her opponent.
  }}
  }}
}}
}}
Line 499: Line 581:
{{MoveData
{{MoveData
|name=Elven Flash
|name=Elven Flash
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+'''{{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|2}} '''Charge''' {{NotationIcon-IS|8}} '''+'''{{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image=ISD_Aki_22X.png
|image=ISD_Aki_22X.png
|caption=The mix starts here
|caption=
|data=
{{MoveData
|name=Elven Flash
|input=22L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
|version=Close
  |guard=
|damage=
  |startup=
|guard=
  |active=
|startup=
  |recovery=24
|active=
  |advHit=
|recovery=33
  |advBlock=
|advHit=
  |description=
|advBlock=
* Grants 1 superchat on use
|invul= (14~15) {{Property-IS|full}} (*Except Grabs)
Aki will teleport a set distance forwards with low recovery.  If she is close to the opponent, she will cross them up.  However, at most ranges further than that, this teleport can be used as the same-side option in her left-right teleport mix-ups.
|description= Aki teleports backwards a short distance
}}
}}
}}
{{MoveData
|name=Elven Flash
|input=22[L]
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
|header=no
  |guard=
|version=Far
  |startup=
|damage=
  |active=
|guard=
  |recovery=24
|startup=
  |advHit=
|active=
  |advBlock=
|recovery=34
  |description=
|advHit=
* Grants 1 superchat on use
|advBlock=
Aki will teleport behind the opponent with low recovery. This teleport can be used as the cross-up option in her left-right teleport mix-ups. For some currently unknown reason, [https://twitter.com/bubbaex/status/1655531232703447042 this move will corner steal in the left corner but not in the right corner]. However, [https://twitter.com/bubbaex/status/1655088860056158208 it will corner steal in the right corner if the opponent is walking backwards].
|invul= (15~16) {{Property-IS|full}} (*Except Grabs)
}}
|description= Aki teleports backwards a long distance.
}}
}}
{{MoveData
|name=Elven Flash (Vertical)
|input=22M
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=
|header=no
  |guard=
  |version=Elven Hyper Flash
  |startup=
  |damage=
  |active=
|guard=
  |recovery=25
|startup=
  |advHit=
|active=
  |advBlock=
|recovery=33
  |description=
|advHit=
* Grants 1 superchat on use
|advBlock=
Aki will teleport high above and in front of the opponent with a very low recovery that leaves her actionable in the air. In mix-up setups, this teleport can be used to bait out and punish certain mash and jump out attempts.
|invul= (1~26) {{Property-IS|full}} (*Except Grabs)
  }}
  |description= Aki teleports backwards a long distance with invulnerability.
}}
{{MoveData
|name=Elven Flash (Vertical)
|hitbox=ISD_Aki_22M_f19_HitboxAlternate.png
|hitboxCaption=frame 19
|hitbox2=ISD_Aki_22M_f21_HitboxAlternate.png
|hitboxCaption2=frame 21
|input=22[M]
|data=
  {{AttackData-IS
  |damage=100
  |guard=
  |startup=19
  |active=5
  |recovery=Until Landing + 6
  |advHit=
  |advBlock=
  |description=
* Grants 1 superchat on use
Aki will teleport directly above and in front of the opponent and perform a quick kick that causes a techable knockdown on air hit before entering recovery that lasts until she lands. This teleport can be used to catch the opponent off-guard, especially to close out a round, but it is quite unsafe on block and is even punishable on grounded hit. This variant sees use mostly in Aki's re-stand loops.
}}
}}
{{MoveData
|name=Elven Hyper Flash
|input=22H
|data=
{{AttackData-IS
  |damage=
  |guard=
  |startup=
  |active=
  |recovery=25
  |advHit=
  |advBlock=
  |description=
* Grants 1 superchat on use
Aki will teleport high above and behind the opponent with very low recovery that leaves her actionable in the air. However, if she is further than about 3/4 of the screen away, then she will only teleport into the air a short distance in front of herself. For some currently unknown reason, [https://twitter.com/bubbaex/status/1655531232703447042 this move will corner steal in the right corner but not in the left corner] (OPPOSITE of {{Input|22L}}). However, [https://twitter.com/bubbaex/status/1655531240144130049 it will corner steal in the left corner if the opponent is walking backwards].
}}
}}
{{MoveData
|name=Elven Hyper Flash
|hitbox=ISD_Aki_22H_Hitbox_1Alternate.png
|hitbox2=ISD_Aki_22H_Hitbox_2Alternate.png
|input=22[H]
|data=
  {{AttackData-IS
  |damage=60
  |guard=
  |startup=20
  |active=6
  |recovery=Until Landing + 6
  |advHit=
  |advBlock=
  |description=
* Grants 1 superchat on use
Aki will teleport directly above and behind the opponent and perform a quick kick that causes a techable knockdown on air hit before entering recovery that lasts until she lands. This teleport can be used to catch the opponent off-guard, especially to close out a round, but it is quite unsafe on block and is even punishable on grounded hit. This teleport will consistently corner steal.
}}
}}
}}
}}
}}
Line 626: Line 638:
  |startup=
  |startup=
  |active=
  |active=
  |recovery=44
  |recovery=56
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
|invul= (12~32) {{Property-IS|projectile}}
  |description=
  |description=
* Grants 5 superchats on use
* Grants 5 superchats on use
Aki performs a belly dance that powers up her {{Input|236X}} specials for 5 seconds so that the light beams created home in on the opponent. This can be used in combos, notably after the Muki hits of {{Input|2H}} with wallbounce and {{Input|5H}}.
* Has projectile invulnerability for 20 frames after the 12th frame.
Aki performs a belly dance that powers up her {{Input|236X}} and {{Input|214X}} specials for one use so that the light beams created deal an extra hit. This can be used in combos, notably after the Muki hit of {{Input|2H}}.
}}
}}
}}
}}
Line 647: Line 661:
  |startup=
  |startup=
  |active=
  |active=
  |recovery=34
  |recovery=33
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=Aki will teleport down from the air to the ground with very low recovery. This is the only attack that she can cancel her air normals into. There is no minimum height for this teleport, so Aki can tiger knee it to perform a grounded 'fake-out' teleport that doesn't go anywhere. This is very useful as the same-side option in her left-right teleport mix-ups at close distances where {{Input|22L}} will always cross up. This move is also extremely useful for getting out of the air back down to the ground without having to protect yourself with an air normal that would project a hurtbox.
  |description=Aki will teleport down from the air to the ground with very low recovery. This is the only attack that she can cancel her air normals into. There is no minimum height for this teleport, so Aki can tiger knee it to perform a grounded 'fake-out' teleport that doesn't go anywhere. This move is also extremely useful for getting out of the air back down to the ground without having to protect yourself with an air normal that would project a hurtbox.
*When used as soon as possible off the ground while holding forward or back, it will cause both versions of {{Input|22M}} and {{Input|22H}} to drift towards the direction that was held after use. It will not drift if she leaves the ground after doing it, be it by herself or from an opponent's attack.
}}
}}
}}
}}
Line 660: Line 673:
|input={{NotationIcon-IS|236}} '''+'''{{NotationIcon-IS|s}}  
|input={{NotationIcon-IS|236}} '''+'''{{NotationIcon-IS|s}}  
|image=ISD_Aki_236S.png
|image=ISD_Aki_236S.png
|hitbox=ISD_Aki_236S_Hitbox.png
|caption=
|caption=
|data=
|data=
Line 665: Line 679:
  |damage=205 (19, 8x12, 90, 0)
  |damage=205 (19, 8x12, 90, 0)
  |guard=Mid
  |guard=Mid
  |startup=4
  |startup=6
  |active=5
  |active=5
  |recovery=230
  |recovery=230
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul= (1~5) {{Property-IS|full}}
  |invul= (1~10) {{Property-IS|full}}
  |description=
  |description=
* Minimum damage: 93
* Minimum damage: 93
* Grants 5 superchats on use
* Grants 5 superchats on use
* Loses to grabs
Aki waves her hand up with her drink to perform a short-ranged attack that initiates a bombardment of attacks from a wave of Rosetai and MukiRose on the opponent if it hits.  If it is blocked or whiffs, Aki will perform a very long drinking animation that is extremely punishable.
Aki's only frame 1 invincible reversal, she waves her hand up with her drink to perform a short-ranged attack that initiates a bombardment of attacks from a wave of Rosetai and MukiRose on the opponent if it hits.  If it is blocked or whiffs, Aki will perform a very long drinking animation that is extremely punishable.
  }}
  }}
}}
}}

Latest revision as of 23:01, 14 May 2024

Last Updated to Version 4.0.6

IS Aki Logo.png

Half-Elf From Another World - Magical Pressure From Afar
Difficulty - ★★★☆☆☆

Introduction

Aki graces the stage with her otherworldly space control and evasive movement. She can summon the all-mighty MukiRose to assist her in battle.


Playstyle
IS Aki Icon.png

Aki is a zoner who utilizes the all-mighty MukiRose to lock down her opponents.

Pick if you like Avoid if you dislike
  • Zoning: Aki's projectiles have relatively low recovery and cover large angles, and when paired with her 3M and 22M, it can be very hard to approach her. 22S also makes Aki’s projectiles deal two hits, which makes it hard for people to fight her with their own projectiles. 3H also low profiles most projectiles in the game.
  • Anti-Airs: Aki has amazing anti-air options to deal with opponents jumping at her in 5M and 2H. On top of being fast and air unblockable, her 5M has head invulnerability through the move's active frames.
  • Ranged Conversions: 2M and 6M are great high range pokes that can be converted into 3H for full combos. 3M can also be hit-confirmed into 22H for a high damage combo.
  • Good Meter Build: Aki builds both meters decently well with her heavy special usage. This leads to her often having a surplus of meter that can be used for assist setups.
  • Belly Dancing
  • Dubious Defense: Aki has a hard time mashing out of pressure and punishing certain options due to her 2L and 5L having very short range. Her 236S has short range and an extremely long recovery if it doesn't hit, and her [2]8H is weaker in the corner. She also has only 950 health, leaving little room for error.

Recommended Collabs

  • IS Fauna Icon.png Fauna - Call-In is a hard to navigate ground hazard that offers mix-ups as well when used for oki. Off-Collab can be a good defensive tool that also helps alleviate her low health.
  • IS Iroha Icon.png Iroha - Dangerous Call-In that destroys air approaches and allows combo pickups. Off-Collab can also stall opponents who try to jump long enough to allow you to 2H unblockable them.
  • IS Subaru Icon.png Subaru - Off-Collab is two attacks that sweep across the whole screen horizontally which snuffs most approaches to her zoning.
  • IS Marine Icon.png Marine - Annoying Off-Collab that covers ground approaches while Aki is free to swat the opponent out of the air for jumping.


Moves

Standing Normals

5L
5L
ISD Aki 5L.png
ISD Aki 5L Hitbox.png
It's a low!
It's a low!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
20

Low

5 2 13 -3 0

None

  • Self-Gatling Count: 3

Aki stomps the ground near her.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
ISD Aki 5M.png
ISD Aki 5M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

9 4 14 -2 +2

(5~12) Head

Aki waves above her heard with one of her twintails. Decent speed anti-air with head invuln that is air unblockable.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
ISD Aki 5H.png
ISD Aki 5H Hitbox.png
frame 13
Either hit is safe alone...
ISD Aki 5H Muki Hitbox.png
frame 25
...but they are unsafe together.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
119(20, 99)

Mid, Mid

13[25] 2(10)3 20 -4 [+4] {+3} KD

None

Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.

  • Normal values denote the frame data of Aki hitting without Muki.
  • Values in [ ] denote the frame data of MukiRose's attack if Aki hits.
  • Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
ISD Aki 2L.png
ISD Aki 2L Hitbox.png
Don't try to hit slides with this.
Don't try to hit slides with this.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 3 11 -2 +1

None

  • Self-Gatling Count: 2

Aki attacks above her head with her hands. This move does not have much range and will whiff on some low-profiles, but it is a decent anti-air.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
ISD Aki 2M.png
ISD Aki 2M Hitbox First.png
frame 12
ISD Aki 2M Hitbox Last.png
frame 20
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

Mid

9 4 18 -4 +1

None

Aki flips one of her twintails for a ranged attack.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
ISD Aki 2H.png
ISD Aki 2H Hitbox.png
frame 17
Don't whiff this...
ISD Aki 2H Muki Hitbox.png
frame 25
...or you'll probably whiff this.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
129(25, 104)

Low, Air Unblockable

17 [25] 3(5)5 - -7 [+19] {+15} Launch

(6~19) Head

  • Muki's kick is an air unblockable mid that will always whiff on crouching opponents.

Aki hits the ground near her with her hand and then summons MukiRose for a giant kick that leaves the opponent in a completely air untechable state until they touch the ground. MukiRose's kick may sometimes whiff on standing opponents if they are short enough. When kara cancelled into throw or UOH, MukiRose's attack will still come out.

  • Normal values denote the frame data of Aki hitting without Muki.
  • Values in [ ] denote the frame data of MukiRose's attack if Aki hits.
  • Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
ISD Aki 3H.png
ISD Aki 3H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Low, Air Unblockable

12 6 20 -14 HKD

None

Sweep that has extreme low profile and leads to combos on hit when combined with other specials.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
ISD Aki jL.png
ISD Aki jL Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 6 Until Landing + 2 - -

None

Can hit crouchers as an instant overhead while rising.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
ISD Aki jM.png
ISD Aki jM f13 Hitbox.png
frame 13 (hit 1)
ISD Aki jM f21 Hitbox.png
frame 21 (hit 2)
ISD Aki jM f22 Hitbox.png
frame 22 (hit 2)
ISD Aki jM f29 Hitbox.png
frame 29 (hit 3)
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
28x3

High, High, High

13 4(2)4(2)4 Until Landing + 3 - -

None

Aki stabs in front of herself with her twintails three times. Longest-ranged of her air normals with a good number of active frames. Great for keeping the opponent out and will also hit crouchers.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
ISD Aki jH.png
ISD Aki jH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100

High

16 4 Until Landing + 4 - -

None

Aki performs an axe kick. Causes a hard knockdown on air hit. Will restand the opponent if they are low enough to the ground, allowing for combo pick-ups.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

j.2M
Aki-Drill
Air Only IS 2.png + IS M.png
ISD Aki j2M.png
ISD Aki j2M Hitbox.png
Do press this.
Do press this.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

13 Until Landing Until Landing + 9 -7 ~ +6 -2 ~ +11

None

Dive kick. Causes a techable knockdown on air hit. Has enough advantage when hitting at certain angles to continue into a combo on the ground.

Toggle Hitboxes
Toggle Hitboxes
6M
Twin Tail Hook
IS 6.png + IS M.png
ISD Aki 6M.png
ISD Aki 6M Hitbox.png
Get over here
Get over here
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

11 4 17 -8 0

None

Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.

Toggle Hitboxes
Toggle Hitboxes
3M
Aki-Chopper
IS 3.png + IS M.png
ISD Aki 2M.png
ISD Aki 3M Hitbox First.png
frame 16
ISD Aki 3M Hitbox Last.png
frame 19
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

Mid

16 4 23 -9 -4

None

Aki flips one of her twintails for a long-ranged, special cancellable attack that visually looks very similar to 2M. However, it has a large deadzone in front of Aki and only actually hits at a very specific range. This move can also anti-air at that range, but it's not a hitbox for the entire rising portion of the animation.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
ISD Aki Grab.png
ISD Aki Grab Hitbox.png
ISD Aki Throw.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140

-

7 2 31 N/A -

None

  • Total Frames: 39

Aki's universal grab.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png + IS H.png
ISD Aki jL.png
ISD Aki Overhead Hitbox.png
Same animation as jL.
Wait, why is this hitbox more disjointed than jL?
Same animation as jL.
Wait, why is this hitbox more disjointed than jL?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

Universal overhead.

Toggle Hitboxes
Toggle Hitboxes
Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
ISD Aki 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236L/M/H
Praise
IS 236.png + IS L.png /IS M.png /IS H.png
ISD Aki 236X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Good Boy 60

Mid

34 Until Expiration 7 +16~ +19~

None

  • Grants 2 superchats on use

Aki produces a light beam projectile that starts high and then travels downwards.

Nice Boy 60

Mid

31 Until Expiration 10 +13~ +16~

None

  • Grants 2 superchats on use

Aki produces a light beam projectile that starts high then travels downwards. This move travels faster than the light version but does not go as far.

Hey Baby! 60, 60

Mid, Mid

28 Until Expiration 14 +22~ +25~

None

  • Grants 2 superchats on use
  • Projectile does not disappear if Aki is hit

Produces a 2 hit projectile that swirls once before travelling in a straight line.

236L/M/H
Degrade
IS 214.png + IS L.png /IS M.png /IS H.png
ISD Aki 236X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Bad Boy 60

Mid

31 Until Expiration 11 +12~ +15~

None

  • Grants 2 superchats on use

Aki produces a light beam projectile that starts low and then travels upwards.

Naughty Boy 60

Mid

31 Until Expiration 11 +12~ +15~

None

  • Grants 2 superchats on use

Aki produces a light beam projectile that starts low then travels upwards. This move goes at a higher angle than the light version.

Ara Ara! 60, 60

Mid, Mid

- Until Expiration 42 +55~ +58~

None

  • Grants 2 superchats on use
  • Projectile does not disappear if Aki is hit
  • Projectile becomes active 18 frames after Aki recovers (60 frames in total taking into account startup)

Produces a flash of light that after a short delay turns into a 2 hit projectile that travels upwards.

214L
Muki!
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
ISD Aki 214X.png
Summons her own personal assist
Summons her own personal assist
Muki Fist!
22L
ISD Aki 214L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

18 3 10 -1 +2

None

  • Grants 3 superchats on use
  • Disappears if Aki is hit

Aki summons MukiRose to perform a fast, decently ranged gut punch. This move has slightly more range than 2M and is a solid hit-confirm tool for her pokes.

Toggle Hitboxes
Toggle Hitboxes
Muki Pound!
22M
ISD Aki 214M f30 Hitbox.png
frame 30
ISD Aki 214M f37 Hitbox.png
frame 37
ISD Aki 214M f39 Hitbox.png
frame 39
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
100, 100(g)

Mid

- 9,2(g) 25 +23 +27

None

  • Grants 3 superchats on use
  • Disappears if Aki is hit
  • Muki becomes active in the air 6 frames after Aki recovers (31 frames in total taking into account startup)
  • Muki generally makes contact with a standing opponent 10 frames after Aki recovers (35 frames in total taking into account startup)

Aki summons MukiRose to perform a dive kick from the sky. He tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will avoid this attack. This also has a hitbox behind her on activation for reasons.

  • Muki has 2 sections of active hitboxes and the second section will only hit opponents that are knocked down (g). This will result in opponents sometimes taking 200 damage total if they swatted out of the air by Muki.
Toggle Hitboxes
Toggle Hitboxes
Muki Knock-Up!
22H
ISD Aki 214H Hitbox Backfist.png
ISD Aki 214H Hitbox Uppercut1.png
ISD Aki 214H Hitbox Uppercut2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
180(80, 100)

Mid, Mid

- 4(16)2 19 +50 Launch

None

  • Grants 5 superchats on use
  • Disappears if Aki is hit
  • Muki becomes active between the 18th and 20th frame of Aki's recovery and leaves a 4 frame gap between each punch

Aki summons MukiRose to perform a spinning backhand into an uppercut. The startup of MukiRose's first attack (backfist) is actually slightly affected by Aki's distance from the opponent. It will come out up to 2 frames later the further away Aki is from her opponent.

Toggle Hitboxes
Toggle Hitboxes
22L
Elven Flash
IS 2.png Charge IS 8.png +IS L.png /IS M.png /IS H.png
ISD Aki 22X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Close - - - - 33 - -

(14~15) Full (*Except Grabs)

Aki teleports backwards a short distance

Far - - - - 34 - -

(15~16) Full (*Except Grabs)

Aki teleports backwards a long distance.

Elven Hyper Flash - - - - 33 - -

(1~26) Full (*Except Grabs)

Aki teleports backwards a long distance with invulnerability.

22S
Hypnotic Hips
IS 2.png IS 2.png + IS S.png
ISD Aki 22S.png
ISD Aki 22S Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 56 - -

(12~32) Projectile

  • Grants 5 superchats on use
  • Has projectile invulnerability for 20 frames after the 12th frame.

Aki performs a belly dance that powers up her 236X and 214X specials for one use so that the light beams created deal an extra hit. This can be used in combos, notably after the Muki hit of 2H.

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j.S
Going Down
Air OnlyIS S.png
ISD Aki 22X.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 33 - -

None

Aki will teleport down from the air to the ground with very low recovery. This is the only attack that she can cancel her air normals into. There is no minimum height for this teleport, so Aki can tiger knee it to perform a grounded 'fake-out' teleport that doesn't go anywhere. This move is also extremely useful for getting out of the air back down to the ground without having to protect yourself with an air normal that would project a hurtbox.

Super Star Attack

Bottoms Up!
IS 236.png +IS S.png
ISD Aki 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
205 (19, 8x12, 90, 0)

Mid

6 5 230 - -

(1~10) Full

  • Minimum damage: 93
  • Grants 5 superchats on use

Aki waves her hand up with her drink to perform a short-ranged attack that initiates a bombardment of attacks from a wave of Rosetai and MukiRose on the opponent if it hits. If it is blocked or whiffs, Aki will perform a very long drinking animation that is extremely punishable.

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Colors

Original Outfit
Cosplay 1 Natsuiro Matsuri (Hololive)
Cosplay 2 Himemori Luna (Hololive)
Cosplay 3 Roboco (Hololive)
Cosplay 4 Yozora Mel (Hololive)
Cosplay 5 Alternate 2D Outfit
Cosplay 6 Morrigan (Darkstalkers)

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