Idol Showdown/Aki Rosenthal: Difference between revisions
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(→Normal Moves: Added descriptions and changed the guard directions (all tested)) |
(→Special Attacks: Added descriptions) |
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|input=236L/M/H | |input=236L/M/H | ||
|image=IS_Aki_236L.png | |image=IS_Aki_236L.png | ||
|caption= | |caption=Good Boy | ||
|image2=IS_Aki_236M.png | |image2=IS_Aki_236M.png | ||
|caption2=Bad Boy | |caption2=Bad Boy | ||
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|version=236L | |version=236L | ||
|damage= | |damage= | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=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 236M or 236H to hit in those instances. | ||
* Using [[#22S|Hypnotic Hips]] causes the next projectile to home in on the opponent. | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|version=236M | |version=236M | ||
|damage= | |damage= | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=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 236L or 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 236L is liable to whiff. | ||
* Using [[#22S|Hypnotic Hips]] causes the next projectile to home in on the opponent. | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|version=236H | |version=236H | ||
|damage= | |damage= | ||
|guard= | |guard=Mid, Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= * Using [[#22S|Hypnotic Hips]] causes | |description=Produces both 236L and 236M light beams in quick succession, making the move difficult to crouch under or jump over. | ||
* Using [[#22S|Hypnotic Hips]] causes both projectiles to home in on the opponent if 236H is the next fireball move that is used. | |||
}} | }} | ||
}} | }} | ||
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|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup=Mid | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Aki summons MukiRose to perform a fast, decently ranged gut punch. This move has slightly more range than 2M and is a solid blockstring and hit-confirm tool for her pokes. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage= | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Aki summons MukiRose to perform a dive kick from the sky. Extremely early into the summon animation (but not frame 1), MukiRose's attack will be guaranteed. Thus, he will come out even if Aki is hit and can function as a combo breaker. However, he tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will often avoid this attack. Aki's summon animation is very fast, so she can teleport while MukiRose performs his attack. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Aki summons MukiRose to perform a spinning backhand into an uppercut. Extremely early into the summon animation (but not frame 1), MukiRose's attack will be guaranteed. This allows the move to function somewhat as a pseudo-reversal, as even if Aki is hit he will come out and can function as a combo breaker. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=* 22L - Aki will teleport a set distance forwards with very 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. | ||
* 22[L] - Aki will teleport behind the opponent with very 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]. | |||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=* 22M - Aki will teleport high above and in front of the opponent with 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. | ||
* 22[M] - 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. | |||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=* 22H - 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 22L). However, [https://twitter.com/bubbaex/status/1655531240144130049 it will corner steal in the left corner if the opponent is walking backwards]. | ||
* 22[H] - 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. | |||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description=Aki performs a belly dance that powers up her next 236L/M/H so that the light beams created home in on the opponent. | ||
}} | }} | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} |
Revision as of 04:57, 8 May 2023
Half-Elf From Another World - Magical Pressure From Afar
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.
Normal Moves
Standing Normals
5L
5L
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5M
5M
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
j.2M
Aki-Drill
j.2M |
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6M
Twin Tail Hook
6M |
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3M
Aki-Chopper
3M |
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236L/M/H
Good Boy
236L/M/H |
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214L
Muki Fist!
214L |
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214M
Muki Pound!
214M |
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214H
Muki Knock-Up!
214H |
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22L
Elven Flash
22L |
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22M
Elven Flash (Vertical)
22M |
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22H
Elven Hyper Flash
22H |
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22S
Hypnotic Hips
22S |
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j.S
Going Down
j.S |
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Super Star Attack
Bottoms Up!
236S |
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Combos
General
Mid-screen
Corner
Matchups
- Vs. Ayame
- Matchup advice goes here.