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| ===Recommended Collabs=== | | ===Recommended Collabs=== |
| * [[File:IS_Marine_Icon.png|40px]] '''[[Idol Showdown/Collabs#Marine_Houshou|Marine]]''' - Teleport, off-collab, profit. | | * [[File:IS_Marine_Icon.png|40px]] '''[[Idol Showdown/Collabs#Marine_Houshou|Marine]]''' - Teleport, off-collab, profit. |
| | * [[File:IS_Miko_Icon.png|40px]] '''[[Idol Showdown/Collabs#Miko_Sakura|Miko]]''' - Miko |
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| ==Normal Moves== | | ==Normal Moves== |
Revision as of 11:16, 12 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.
Playstyle
Aki is a hybrid zoner and mixup character who utilizes the all-mighty MukiRose and teleports to get the drop on her opponents.
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Strengths |
Weaknesses
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- Mobility: Aki has top-class mobility with her fast run and backdash, supported by her teleports with 22L/M/H, she can both easily close distance and run away from her opponents, especially since her teleports have little to no recovery, allowing her to be slippery.
- Mix-Ups: Aki is able to set up a plethora of mix-ups and resets off of nearly any touch, either on hit or block. Her teleports enable most of these as she can setup 50/50 high/lows, strike/throw setups, and formidable okizeme, letting her put people in the blender with lethal efficiency.
- Zoning: Aki has good zoning options with 236L/M/H and 214M. These options allow Aki to safely fight from a distance and can easily let her setup a strike/throw mix-up from fullscreen with 22L/[L].
- Numerous Anti-Airs: Aki has several strong anti-air options to deal with opponents jumping at her in 2L, 5M, 2M, 2H, and situationally 3M. 5M is air unblockable, and 2M, 2H, and 3M are all jump cancellable.
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- Stubby Normals: Aki has rather limited range on some of her normals, which forces her to get up close if she wants them to connect and makes punishing certain options difficult for her.
- Weak Defense: Aki has no meterless reversals, none of her teleports are frame 1 invulnerable, and her only true reversal option, 236S, has terrible range.
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Recommended Collabs
- Marine - Teleport, off-collab, profit.
- Miko - Miko
Normal Moves
Standing Normals
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
20
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
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Aki stomps the ground near her. Surprisingly not a low.
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|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
50
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Mid
|
-
|
-
|
-
|
-
|
-
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None
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Aki waves above her heard with one of her twintails. Decent anti-air and air unblockable
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5H
5H
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
20, 110
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Mid, Mid
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-
|
-
|
-
|
-
|
-
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None
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Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.
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Crouching Normals
2L
2L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
25
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Mid
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-
|
-
|
-
|
-
|
-
|
None
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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.
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2M
2M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
75
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Mid
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-
|
-
|
-
|
-
|
-
|
None
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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.
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2H
2H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
25, 115
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Low, Mid
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-
|
-
|
-
|
-
|
-
|
None
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Aki hits the ground near her with her hand and then summons MukiRose for a giant kick that wallbounces. MukiRose's kick whiffs on crouchers.
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3H
3H
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Damage
|
Guard
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Startup
|
Active
|
Recovery
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Adv. on Block
|
Adv. on Hit
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Invulnerability
|
55
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Low
|
-
|
-
|
-
|
-
|
-
|
None
|
|
|
Jumping Normals
j.L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
30
|
High
|
-
|
-
|
-
|
-
|
-
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None
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Can hit crouchers as an instant overhead while rising.
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|
j.M
j.M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Adv. on Block
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Adv. on Hit
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Invulnerability
|
30*3
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Mid, Mid, Mid
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-
|
-
|
-
|
-
|
-
|
None
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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, although it is not an overhead.
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|
j.H
j.H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
100
|
High
|
-
|
-
|
-
|
-
|
-
|
None
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Aki performs an axe kick. Causes a hard knockdown on air hit.
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Command Normals
j.2M
Aki-Drill j.2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
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Invulnerability
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-
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None
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Dive kick. Causes a techable knockdown on air hit.
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|
6M
Twin Tail Hook 6M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
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Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.
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3M
Aki-Chopper 3M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
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Adv. on Hit
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Invulnerability
|
75
|
Mid
|
-
|
-
|
-
|
-
|
-
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None
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Aki flips one of her twintails for a long-ranged, jump 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.
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Universal Mechanics
Throw
Throw L+M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
140
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
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Overhead
Overhead M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60
|
High
|
-
|
-
|
-
|
-
|
-
|
None
|
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Special Attacks
236L/M/H
Good Boy 236L/M/H Good Boy Good Boy Bad Boy Bad Boy Hey Baby! Hey Baby!
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
236L
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
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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. This move has a very 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 Hypnotic Hips causes the next projectile to home in on the opponent.
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236M
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
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. This move has a very 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 Hypnotic Hips causes the next projectile to home in on the opponent.
|
236H
|
60, 60
|
Mid, Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
Produces both 236L and 236M light beams in quick succession, making the move difficult to crouch under or jump over.
- Using Hypnotic Hips causes both projectiles to home in on the opponent if 236H is the next fireball move that is used.
|
|
214L
Muki Fist! 214L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
90
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
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.
|
|
214M
Muki Pound! 214M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
100
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
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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.
|
|
214H
Muki Knock-Up! 214H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
80, 100
|
Mid, Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
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.
|
|
22L
Elven Flash 22L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
|
|
22M
Elven Flash (Vertical) 22M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
100
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
- 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.
|
|
22H
Elven Hyper Flash 22H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
- 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, this move will corner steal in the right corner but not in the left corner (OPPOSITE of 22L). However, 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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|
22S
Hypnotic Hips 22S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Aki performs a belly dance that powers up her next 236L/M/H so that the light beams created home in on the opponent.
|
|
j.S
Going Down j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
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|
Super Star Attack
Bottoms Up! 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
205
|
Mid
|
-
|
-
|
-
|
-
|
-
|
None
|
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.
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Combos
General
Mid-screen
Corner
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.
External Resources
Colors
Navigation
The Game
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The Battle System
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Idols
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Collabs
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