Arcana Heart 3/AH3X/Akane Inuwaka: Difference between revisions
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==Unique Mechanics== | ==Unique Mechanics== | ||
'''Kotodamas''' <br> | |||
With a few Exceptions, Akane can chain her specials moves into one another. These cancels are referred to in-game as “Kotodama Cancels”. This powerful ability is limited by the kotodama gauge shown directly under her health bar, which Akane must manually recharge in order to regain use of. Akane starts every match with a kotodama already stocked and they carry over between rounds. Smart and creative use of these cancels grant Akane access to some of the most powerful mixups and most damaging combos in the game. | With a few Exceptions, Akane can chain her specials moves into one another. These cancels are referred to in-game as “Kotodama Cancels”. This powerful ability is limited by the kotodama gauge shown directly under her health bar, which Akane must manually recharge in order to regain use of. Akane starts every match with a kotodama already stocked and they carry over between rounds. Smart and creative use of these cancels grant Akane access to some of the most powerful mixups and most damaging combos in the game. | ||
'''Unusual Jump Height''' <br> | |||
Akane has the tallest normal jump height in the game. She jumps about the same height as some characters' super jumps. This lets her cover vertical space quicker and helps her get out of pressure that other characters may struggle with. | |||
'''Wall Jump''' <br> | |||
Akane is one of a handful of characters who can manually wall jump in this game and is uniquely suited to make use of it. She can use it to escape the corner under pressure thanks to her exceptionally tall jump height or use it for tricky mix ups to open the opponent up to combos. | |||
===Recommended Arcana=== | ===Recommended Arcana=== | ||
Akane can use any arcana pretty well but benefits greatly from the ones that either compensate for her lack of ranged options or strenghten her close range abilities. | |||
'''Wind''' <br> | '''Wind''' <br> | ||
Wind provides | Wind provides additional mobility for Akane. Her tall jump height and ability to wall jump can be used to great effect when applying or escaping pressure. | ||
Vertex (214E) is a | Vertex (214E) is a versatile tool that Akane can abuse for easy pressure and combos into her divekick. Akane’s lever throw is also a very powerful tool when using wind as you can set Vertex as a meaty, cancel the recovery with extend force, and teleport behind them for a very fast cross up as they recover. Wind fast fall also allows Akane to end any divekick combo with 2C to either charge kotodamas or apply okizeme. | ||
'''Time''' <br> | '''Time''' <br> | ||
Ribaku no I (236E) and fully charged 2E are incredibly powerful mixup tools Akane can use for safe but very potent meterless mixups. You lose access to a traditional 6d but most combos Akane uses it for can be replaced with either 5d or 4d with some adjustments. Time backdash will make your opponent think twice about pressing buttons when Akane is up close as connecting with the clone almost always means Akane can get a free combo. Time super (236236E) into Time Blaze is a legitimate match closer if you have the resources available while the opponent is at low enough health as they cannot burst during the entire duration. | |||
'''Lightning''' <br> | '''Lightning''' <br> | ||
Akane greatly benefits from clashing with the opponent thanks to her incredibly fast 5a that she can use to start combos with. When the opponent is out of range from 5a, or you are unsure whether or not it will connect, | Akane greatly benefits from clashing with the opponent thanks to her incredibly fast 5a that she can use to start combos with. When the opponent is out of range from 5a, or you are unsure whether or not it will connect, Claiomh (623E) is a tool Akane can use very effectively as she can forcibly initiate a clash using Fuumon (B+C). Scairt Airm (236E) also helps her deal with zoners such as Nazuna, Yoriko and Maori and lets her home in on them on hit or block to start her pressure or secure a combo. Fearg Lorg (236236E) also lets you try for a mixup after a knockdown, for even more pressure and damage. | ||
'''Blood''' <br> | '''Blood''' <br> | ||
Ichor is an arcana that buffs Akane’s abilities all around, and lets her play much riskier than normal. The passive abilities it provides lets Akane be more liberal with her meter usage while also passively regenerating a portion of her health back. Extend Force’s passive ability applies a large defense modifier which at low health allows Akane to take almost no damage from combos during the duration. 236E lets Akane charge kotodamas while applying pressure and potentially still get a full combo. | Ichor is an arcana that buffs Akane’s abilities all around, and lets her play much riskier than normal. The passive abilities it provides lets Akane be more liberal with her meter usage while also passively regenerating a portion of her health back. Extend Force’s passive ability applies a large defense modifier which at low health allows Akane to take almost no damage from combos during the duration. Kyma (236E) lets Akane charge kotodamas while applying pressure and potentially still get a full combo. Aima (214E) is comparable to the buff provided by extend force, meaning you can temporarily end any divekick combo with 2C. This arcana is recommended for advanced players who can take advantage of the nuances of Arcana Heart’s System mechanics. | ||
<section begin=Movelist/> | <section begin=Movelist/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Akane_5A.png | |image=AH3_Akane_5A.png | ||
|caption= | |caption=5a giveth and 5a taketh away | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=All | ||
|startup= | |startup=2 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-11 | ||
|level= | |level=A | ||
|description= This move comes out really fast. A great option for punishing opponents with forward homing guard cancel. Has clash frames. The vertical hitbox is slightly bigger than it seems. Jump cancellable. DO NOT WHIFF this move. The recovery on 5A is really long,it cannot cancel into itself, and has low hitsun. Throwing this move out in neutral is not recommended. | |description= This move comes out really fast. A great option for punishing opponents with forward homing guard cancel. Has clash frames. The vertical hitbox is slightly bigger than it seems. Jump cancellable. DO NOT WHIFF this move. The recovery on 5A is really long,it cannot cancel into itself, and has low hitsun. Throwing this move out in neutral is not recommended. | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_5B.png | |image=AH3_Akane_5B.png | ||
|caption= | |caption= Good move unless it whiffs. | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=1100 | |damage=1100 | ||
|guard= | |guard=All | ||
|startup= | |startup=7 | ||
|active= | |active=4 | ||
|recovery= | |recovery=22 | ||
|frameAdv= | |frameAdv=-4 | ||
|level= | |level=B | ||
|description= Your go-to hit confirm. This move hits behind you as well as above you a decent amount. It’s jump cancellable, so you’ll be confirming air hits into full combos with this button. Moves Akane forward a bit. | |description= Your go-to hit confirm. This move hits behind you as well as above you a decent amount. It’s jump cancellable, so you’ll be confirming air hits into full combos with this button. Moves Akane forward a bit. Can be canceled into either 2B or 6C to break air blocking opponents. Has quite a lot of recovery for a B normal so be careful not to whiff this move. | ||
-Reflects weak fireballs | -Reflects weak fireballs | ||
-Has clash frames at her foot. | -Has clash frames at her foot. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_5C.png | |image=AH3_Akane_5C.png | ||
|caption= | |caption= Reliable combo starter. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage= 800, 2000 [1600] | |damage= 800, 2000 [1600] | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|startup= | |startup=11 | ||
|active= | |active=3(7)1 | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv=-4 | ||
|level= | |level=C-D | ||
|description=Mainly combo filler. This move comes out pretty fast for a C normal and moves Akane forward quickly, which helps her adjust spacing for combos. You | |description=5C(1): Mainly combo filler. This move comes out pretty fast for a C normal and moves Akane forward quickly, which helps her adjust spacing for combos. You let the second hit connect for a launcher or chain into 6C to continue your combo on the ground instead. If the first hit misses it cancels into the second hit immediately. | ||
5C(2) The followup to 5C. Because Akane stretches out her leg for the second hit, you can make only the second one hit | 5C(2): The followup to 5C. Because Akane stretches out her leg for the second hit, you can make only the second one hit with the right spacing. This hit is air unblockable, and launches, so try to go for this when trying to anti air opponents. This move is very unsafe on block or whiff, so make sure you have meter to spare if you plan on using this move. | ||
-Cannot cancel into normals. | -Cannot cancel into normals. | ||
-Air unblockable | -Air unblockable | ||
-Launches on hit | -Launches on hit | ||
-Very unsafe on block without meter. | -Very unsafe on block without meter. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_5E.png | |image=AH3_Akane_5E.png | ||
|caption= | |caption= The "I need some space" button. | ||
|name=5E | |name=5E | ||
|data= | |data= | ||
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|version=Normal | |version=Normal | ||
|damage=2500 | |damage=2500 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|startup= | |startup=12 | ||
|active= | |active=8 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-6 | ||
|level= | |level=D | ||
|description= | |description= | ||
}} | }} | ||
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|version=Charged | |version=Charged | ||
|damage=2500 | |damage=2500 | ||
|guard= | |guard=Unb | ||
|startup= | |startup=38 | ||
|active= | |active=4 | ||
|recovery= | |recovery=18 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=E | ||
|description= Standard E normal. Akane stretches her leg forward, so you can land this from pretty far. May be useful for going over some low attacks, but Akane has | |description= Standard E normal. Akane stretches her leg forward, so you can land this from pretty far. May be useful for going over some low attacks, but Akane has other ways to do that. Pushes Akane forward a bit. | ||
5[E]: Same properties as 5E, except now it guard crushes and pushes Akane much further than the uncharged version. Don’t use this too often as it is very easy for a prepared opponent to punish it. | |||
-Air unblockable | -Air unblockable | ||
-Causes wall slam on hit | -Causes wall slam on hit | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_2A.png | |image=AH3_Akane_2A.png | ||
|caption= | |caption=Great at tick-throws. | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=400 | |damage=400 | ||
|guard= | |guard=Low/Air | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=9 | ||
|frameAdv= | |frameAdv=+1 | ||
|level= | |level=A | ||
|description= | |description=Akane’s fastest low and only mashable normal. It’s quite fast for its range but can cause 2B and 2C to whiff at max range due to those normals being shorter than it. Can chain into itself. | ||
- | |||
- Can Cancel into 5A | |||
-Special Cancellable | -Special Cancellable | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_2B.png | |image=AH3_Akane_2B.png | ||
|caption= | |caption= Lowkey the best antiair Akane has. | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=900 | |damage=900 | ||
|guard= | |guard=Mid | ||
|startup= | |startup=7 | ||
|active= | |active=5 | ||
|recovery= | |recovery=11 | ||
|frameAdv= | |frameAdv=0 | ||
|level= | |level=B | ||
|description=This normal is not a low, but it has a great hitbox, and is even on block, making it a good normal to cancel in pressure and combos. 2B is also air unblockable, so you can catch airborne opponents close to the ground | |description=This normal is not a low, but it has a great hitbox, and is even on block, making it a good normal to cancel in pressure and combos. 2B is also air unblockable, so you can catch airborne opponents close to the ground or trying to jump out with this normal. Pushes Akane forward a bit. | ||
-Jump cancellable | -Jump cancellable | ||
-Has clash frames at her foot. | -Has clash frames at her foot. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_2C.png | |image=AH3_Akane_2C.png | ||
|caption= | |caption= Your only other low hitting normal. | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=1800 | |damage=1800 | ||
|guard= | |guard=Low/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery=18 | ||
|frameAdv= | |frameAdv=0 | ||
|level= | |level=C | ||
|description= Akane | |description= Akane trips the opponent off their feet with a sweeping kick. This move knocks down the opponent, which sets up the perfect opportunity to use Tama Furi (22X) to charge your kotodamas. In long combos the opponent will be able to unknowingly air tech on the first possible frame, which you can take advantage of with a well-placed anti air normal. It is safe on block if spaced properly. On counterhit you have enough time to pick up a meterless combo using 5a, 2a or 2b. | ||
-Special Cancelable | -Special Cancelable | ||
-Knocks down on hit | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_2E.png | |image=AH3_Akane_2E.png | ||
|caption= | |caption= Actually a really good antiair! | ||
|name=2E | |name=2E | ||
|data= | |data= | ||
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|version=Normal | |version=Normal | ||
|damage=1800 | |damage=1800 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|startup= | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery=17+17 | ||
|frameAdv= | |frameAdv=-15 | ||
|level= | |level=D | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
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|version=Charged | |version=Charged | ||
|damage=2200 | |damage=2200 | ||
|guard= | |guard=Unb | ||
|cancel= | |cancel= | ||
|startup= | |startup=27 | ||
|active= | |active=6 | ||
|recovery= | |recovery=25+16 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=E | ||
|description= | |description=Akane does a backflip. Like any other 2E, this one is air unblockable, and has a good hitbox for that purpose. During a part of the animation, Akane is airborne, making her immune to lows and ground throws. Akane also jumps backwards during the move, so it’s harder to punish than most other 2Es on the ground. | ||
-Air unblockable | |||
-Launches opponents on hit. | |||
2[E]: Same properties except now it guard crushes. Charging up the normal also causes Akane to jump much further away than before, making it even harder to punish. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_6C.png | |image=AH3_Akane_6C.png | ||
|caption= | |caption= "Good when used sparingly" | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=800, 2600 [1820] | |damage=800, 2600 [1820] | ||
|guard= | |guard=Mid/High | ||
|cancel= | |cancel= | ||
|startup= | |startup=14 | ||
|active= | |active=3(7)1 | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv=+10 | ||
|level= | |level=C-C | ||
|description= This move is | |description= 6C(1): This move is air unblockable, so it’s a good option to use if you want to break your opponents’ guard without spending meter on 5C(2) or Akane’s E normals to confirm a combo. If the opponent is low to the ground when you anti air them with this move, IAD Jb or JC into 5B are good ways to confirm combos. | ||
-Jump Cancellable | -Jump Cancellable | ||
6C(2) Akane’s only Overhead normal. This move causes knockdown on both ground and airborne opponents. The best way to use this normal is to space it so that only the second hit connects during pressure. Plus on block, but try not to abuse this move as it is easy to predict if your opponent is looking out for it. | 6C(2) Akane’s only Overhead normal. This move causes knockdown on both ground and airborne opponents. The best way to use this normal is to space it so that only the second hit connects during pressure. Plus on block, but try not to abuse this move as it is easy to predict if your opponent is looking out for it. You can cancel this hit into Kaze Harai (236x) right before it connects to go for a low instead. On Counterhit you can combo into Mangetsu Otoshi if you’re quick. | ||
-Special cancellable. | -Special cancellable. | ||
-Causes knockdown. | -Causes knockdown. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_jA.png | |image=AH3_Akane_jA.png | ||
|caption= | |caption= Great in neutral, not so great as a jump-in. | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=600 | |damage=600 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=6 | ||
|active= | |active=12 | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=A | ||
|description= This move has long active frames, so throwing it out early is a great option in neutral. | |description= This move has long active frames, so throwing it out early is a great option in neutral. Despite its great angle for being a jump in normal, the hitstun is rather low, so you'll typically need to be close to the ground already if you use this as a jump in against a grounded opponent. You’ll mostly be using this normal preemptively with neutral homing or in combos for extra damage. | ||
-Jump cancellable. | -Jump cancellable. | ||
-Has clash frames at her foot | -Has clash frames at her foot | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_jB.png | |image=AH3_Akane_jB.png | ||
|caption= | |caption= Your go-to air normal | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=1300 | |damage=1300 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=B | ||
|description= This is your main tool in the air. It comes out fast, has a bigger and longer hitbox and recovers faster than JA, making it ideal when you aren't sure what to press in the air. Has a cross up hitbox. This is your main jump-in normal, and one of your strongest neutral tools. | |description= This is your main tool in the air. It comes out fast, has a bigger and longer hitbox and recovers faster than JA, making it ideal when you aren't sure what to press in the air. Has a cross up hitbox. This is your main jump-in normal, and one of your strongest neutral tools. | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_jC.png | |image=AH3_Akane_jC.png | ||
|caption= | |caption= Also good at meatying opponents in the air. | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=2000 | |damage=2000 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=11 | ||
|active= | |active=2 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=C | ||
|description= This move has a strong vertical hitbox, making it well suited to hitting opponents above you. The hitbox extends a little bit below Akane as well, so you can occasionally | |description= This move has a strong vertical hitbox, making it well suited to hitting opponents above you. The hitbox extends a little bit below Akane as well, so you can occasionally land beefy jump ins with it as well. The hitstun from this move is massive; you can get relaunch combos if you land this move while you’re close to the ground. You’ll mostly be using this move as combo filler or to get to your divekick loops. | ||
-Special Cancelable | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_jE.png | |image=AH3_Akane_jE.png | ||
|caption= | |caption= The only normal with no clash frames. | ||
|name=j.E | |name=j.E | ||
|data= | |data= | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
|damage=2200 | |damage=2200 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=11 | ||
|active= | |active=2 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=D | ||
|description= | |description= Strong vertical hitbox. Good meterless combo ender when the opponent is below you. Use it sparingly as a jump in normal because it knocks down grounded opponents as well, which limits its usefulness. | ||
-Special Cancelable | |||
-Jump Cancelable | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_6C.png | |image=AH3_Akane_6C.png | ||
|caption= | |caption= Really good for air mixups | ||
|name=Throw | |name=Throw | ||
|data= | |data= | ||
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|damage=500, 500, 1000 | |damage=500, 500, 1000 | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=3 | ||
|active= | |active=1 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane does a short combo and bounces the opponent in the air right above her. You’ll need to use a homing cancel or extend force if you want to combo from it, otherwise they will recover before you can hit them. | |description= Akane does a short combo and bounces the opponent in the air right above her. You’ll need to use a homing cancel or extend force if you want to combo from it, otherwise they will recover before you can hit them. The opponent will recover right above you, which you can exploit with anti-airs or air throws if you choose not to combo into it. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Akane_Throw.png | |image=AH3_Akane_Throw.png | ||
|caption= | |caption= Great for okizeme | ||
|name=Lever Throw | |name=Lever Throw | ||
|data= | |data= | ||
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|damage=2500 | |damage=2500 | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=5 | ||
|active= | |active=1 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|level=- | |level=- | ||
|description=Akane lifts the opponent up with her leg and knocks them next to her | |description=Akane lifts the opponent up with her leg and knocks them next to her which side switches and leaves the opponent in a hard knockdown situation. Lever throws have less frames to tech out of, making this the preferred throw option. Akane can use this throw to charge kotodamas or set up mixup opportunities. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image =AH3_Akane_Throw.png | |image =AH3_Akane_Throw.png | ||
|image2 = | |image2 =AH3_Akane_jDA.png | ||
|caption= | |caption= Mixing this with JC is a great idea vs air teching opponents. | ||
|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
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|damage=400*3, 800 | |damage=400*3, 800 | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=3 | ||
|active= | |active=1 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane does a short air combo, then flies through the opponent, launching them high into the air. You can convert the throw into a combo with a homing cancel, or you can simply land if you want to recharge your kotodamas | |description=Akane does a short air combo, then flies through the opponent, launching them high into the air. You can convert the throw into a combo with a homing cancel, or you can simply land if you want to recharge your kotodamas. Overall, a good tool to keep in mind if you can figure out your opponent’s aerial habits. The ideal combo to go for after this throw involves JC into Torigake to bring the opponent back down. | ||
}} | }} | ||
}} | }} | ||
Line 416: | Line 443: | ||
|image =AH3_Akane_22X.png | |image =AH3_Akane_22X.png | ||
|input=22X | |input=22X | ||
|caption= | |caption= Get used to this move; you'll be using it alot. | ||
|name=Tama Furi (Soul Charge) | |name=Tama Furi (Soul Charge) | ||
|data= | |data= | ||
Line 426: | Line 453: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=36 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
Line 441: | Line 468: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=54 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
Line 454: | Line 481: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=72 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
Line 467: | Line 494: | ||
|image2 =AH3_Akane_2E.png | |image2 =AH3_Akane_2E.png | ||
|input=236X | |input=236X | ||
|caption= | |caption= Goes under quite alot of things. | ||
|name=Kaze Harai (Wind Sweep) | |name=Kaze Harai (Wind Sweep) | ||
|data= | |data= | ||
Line 473: | Line 500: | ||
|version=A | |version=A | ||
|damage=700, 2100 [1680] | |damage=700, 2100 [1680] | ||
|guard= | |guard=Low/Mid | ||
|cancel= | |cancel= | ||
|startup= | |startup=16 | ||
|active= | |active=7(8)2 | ||
|recovery= | |recovery=43 | ||
|frameAdv= | |frameAdv=-25 | ||
|level= | |level=B-C | ||
|description= Akane does a short hop, followed by a slide, then a back flip. The first hit is a low that knocks down, while the second hit is an air unblockable launcher. On certain frames during the short hop and the backflip, Akane is considered airborne, and is immune to low hitting moves and throws. The backflip is useful because you can kotodama cancel into Torigake on most of the cast from this move in combos. Stronger versions of this move push Akane further during the slide. | |description= Akane does a short hop, followed by a slide, then a back flip. The first hit is a low that knocks down, while the second hit is an air unblockable launcher. On certain frames during the short hop and the backflip, Akane is considered airborne, and is immune to low hitting moves and throws. The backflip is useful because you can kotodama cancel into Torigake on most of the cast from this move in combos. Stronger versions of this move push Akane further during the slide. | ||
Line 517: | Line 544: | ||
|image =AH3_Akane_j22X.png | |image =AH3_Akane_j22X.png | ||
|input=j.22X | |input=j.22X | ||
|caption= | |caption= Death From Above (Cute girl Edition) | ||
|name=Tori Gake (Bird Flight) | |name=Tori Gake (Bird Flight) | ||
|data= | |data= | ||
Line 523: | Line 550: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=D | ||
|description= Akane’s divekick. Overhead. This move is the key to Akane’s most damaging combos using kotodamas. The A version of this move does not have a hitbox unless you perform it from high in the air, making it a powerful mixup tool and a fast way to get to the ground quickly. The C version of this move is the one you want to use for your combos; it bounces opponents up to extend combos. As of Xtend Akane can no longer link 2C from this move unless she is in Extend Force. This means that you need to have a plan for this move if you want to get a knockdown from it now. | |description= Akane’s divekick. Overhead. This move is the key to Akane’s most damaging combos using kotodamas. The A version of this move does not have a hitbox unless you perform it from high in the air, making it a powerful mixup tool and a fast way to get to the ground quickly. The C version of this move is the one you want to use for your combos; it bounces opponents up to extend combos. As of Xtend Akane can no longer link 2C from this move unless she is in Extend Force. This means that you need to have a plan for this move if you want to get a knockdown from it now. | ||
Line 539: | Line 566: | ||
|version=B | |version=B | ||
|damage=1800 | |damage=1800 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=D | ||
|description=B version: noticeably longer startup. It knocks down, so you won’t be using this one much if at all. | |description=B version: noticeably longer startup. It knocks down, so you won’t be using this one much if at all. | ||
}} | }} | ||
Line 552: | Line 579: | ||
|version=C | |version=C | ||
|damage=2100 | |damage=2100 | ||
|guard= | |guard=High/Air | ||
|cancel= | |cancel= | ||
|startup= | |startup=25 | ||
|active= | |active= | ||
|recovery= | |recovery=12 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level=D | ||
|description=C version : Causes ground bounce. Plus on block. You have enough time to confirm a combo on hit. | |description=C version : Causes ground bounce. Plus on block. You have enough time to confirm a combo on hit. | ||
}} | }} | ||
Line 567: | Line 594: | ||
|image =AH3_Akane_623X.png | |image =AH3_Akane_623X.png | ||
|input=623X | |input=623X | ||
|caption= | |caption= Be prepared to homing cancel this move when it connects. | ||
|name=[Ground] Tsuki Kudaki (Moon Shatterer) | |name=[Ground] Tsuki Kudaki (Moon Shatterer) | ||
|data= | |data= | ||
Line 573: | Line 600: | ||
|version=A | |version=A | ||
|damage=1600 | |damage=1600 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel= | ||
|startup= | |startup=8 | ||
|active= | |active=14 | ||
|recovery= | |recovery=34+7 | ||
|frameAdv= | |frameAdv=-34 | ||
|level= | |level= | ||
|description=Does a vertical torpedo spin kick, similar to Cammy’s Spiral Arrow. Despite its animation and input, this move is actually not a dp. It is however, a very powerful anti air with upper body invul that guard crushes opponents.The A version comes out very fast, so you can use it as a reversal option sometimes. Just be aware that it does not come out on frame 1 nor does it have full body | |description=Does a vertical torpedo spin kick, similar to Cammy’s Spiral Arrow. Despite its animation and input, this move is actually not a dp. It is however, a very powerful anti air with upper body invul that guard crushes opponents.The A version comes out very fast, so you can use it as a reversal option sometimes. Just be aware that it does not come out on frame 1 nor does it have full body invul. | ||
If you whiff this move be sure to koto cancel into Kaze Mai to make yourself safe. Otherwise you won't recover until Akane hits the ground. You have enough time to koto cancel into C Tsuki Kudaki if you hit a grounded opponent with any version of this move. | If you whiff this move be sure to koto cancel into Kaze Mai to make yourself safe. Otherwise you won't recover until Akane hits the ground. You have enough time to koto cancel into C Tsuki Kudaki if you hit a grounded opponent with any version of this move. | ||
Line 618: | Line 645: | ||
|image =AH3_Akane_623X.png | |image =AH3_Akane_623X.png | ||
|input=j.623X | |input=j.623X | ||
|caption= | |caption= You CAN cancel this move into other things. There's just no point. | ||
|name=[Aerial] Tsuki Kudaki (Moon Shatterer) | |name=[Aerial] Tsuki Kudaki (Moon Shatterer) | ||
|data= | |data= | ||
Line 624: | Line 651: | ||
|version=A | |version=A | ||
|damage=600*4 | |damage=600*4 | ||
|guard= | |guard=All | ||
|cancel= | |cancel= | ||
|startup= | |startup=8 | ||
|active= | |active=12 | ||
|recovery= | |recovery=7 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
Line 657: | Line 684: | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane uses the same animation as its grounded counterpart. Unfortunately, the air version is | |description=Akane uses the same animation as its grounded counterpart. Unfortunately, the air version is simply combo filler as it serves no other purpose than to tack on additional damage. Hits multiple times, each following hit does less damage and hitstun. Does not guard crush on block. Always kotodama cancel into Hana Nagi or into Mangetsu Otoshi when using this move to end your combos. | ||
All versions: Do 4 hits. | All versions: Do 4 hits. | ||
Line 668: | Line 695: | ||
|image =AH3_Akane_214X.png | |image =AH3_Akane_214X.png | ||
|input=214X (air OK) | |input=214X (air OK) | ||
|caption= | |caption= "Don't get any ideas. This is NOT a command grab." | ||
|name=Hana Nagi (Flower Reaper) | |name=Hana Nagi (Flower Reaper) | ||
|data= | |data= | ||
Line 761: | Line 788: | ||
|image =AH3_Akane_421X.png | |image =AH3_Akane_421X.png | ||
|input=421X | |input=421X | ||
|caption= | |caption= You can Kotodama Cancel into the counter, but not out of it, unless it connects. | ||
|name=Hana Utsushi (Flower Shadow) | |name=Hana Utsushi (Flower Shadow) | ||
|data= | |data= | ||
Line 800: | Line 827: | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane taunts the opponent, then counters the attack by dashing behind the opponent. Has 4f startup, so it cannot be used as a true reversal. Akane is completely invulnerable during the dash and following attack. The distance | |description=Akane taunts the opponent, then counters the attack by dashing behind the opponent. Has 4f startup, so it cannot be used as a true reversal. Akane is completely invulnerable during the dash and following attack. The distance traveled depends on the button pressed. Since this move does not track the opponent, you need to choose which version to use carefully. Damage scaling is poor but on counterhit this move can lead to massive damage. Akane wall slams the opponent on the final hit of this counter, so be sure to cancel it into something before then in the corner to extend your combo.. Can be koto cancelled on hit or block. | ||
A version: travels a short distance. Best used for short ranged punishes. | A version: travels a short distance. Best used for short ranged punishes. | ||
Line 806: | Line 833: | ||
B version: travels a bit further than the A version. Use this one when you aren't sure if the A version will connect. | B version: travels a bit further than the A version. Use this one when you aren't sure if the A version will connect. | ||
C version: travels about half screen. Use this to punish long range moves like love laser or | C version: travels about half screen. Use this to punish long range moves like love laser or to simply close the distance between you and your opponent. | ||
}} | }} | ||
}} | }} | ||
Line 814: | Line 841: | ||
|image =AH3_Akane_41236X.png | |image =AH3_Akane_41236X.png | ||
|input=41236X (air OK) | |input=41236X (air OK) | ||
|caption= | |caption= What is a ninja without her teleports? | ||
|name=Kaze Mai (Wind Dance) | |name=Kaze Mai (Wind Dance) | ||
|data= | |data= | ||
Line 853: | Line 880: | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane’s high speed teleports. Leaves a cool afterimage. Button pressed changes the direction she travels. Can teleport through opponents. The air versions are identical to the ground ones. Cancelling into this move is a good way to keep yourself safe if you make a mistake, or you want to try mixup up your opponent with | |description=Akane’s high speed teleports. Leaves a cool afterimage. Button pressed changes the direction she travels. Can teleport through opponents. The air versions are identical to the ground ones. Cancelling into this move is a good way to keep yourself safe if you make a mistake, or you want to try mixup up your opponent with crossups. | ||
A version: Akane travels forward. | A version: Akane travels forward. | ||
Line 866: | Line 893: | ||
|image =AH3_Akane_28X.png | |image =AH3_Akane_28X.png | ||
|input=28X | |input=28X | ||
|caption= | |caption= Very risky, but equally rewarding neutral tool. | ||
|name=Tsuki Hoe (Moon Roar) | |name=Tsuki Hoe (Moon Roar) | ||
|data= | |data= | ||
Line 924: | Line 951: | ||
|caption3 =Jumping | |caption3 =Jumping | ||
|input=BC or 2BC (air OK) | |input=BC or 2BC (air OK) | ||
| | |caption4 = Parrying is fine and all but make sure you actually press something afterwards. | ||
|name=Fummon (Wind Crest) | |name=Fummon (Wind Crest) | ||
|data= | |data= | ||
Line 945: | Line 972: | ||
==Super Moves== | ==Super Moves== | ||
Akane’s Super moves aren’t the ideal way you want to end your combos as they don’t give you any time to charge kotodamas, nor do you get significant frame advantage from them. It’s recommended that you prioritize learning to end combos with 2C whenever possible and save supers for when you need extra damage to end a round. | |||
====== <font style="visibility:hidden" size="0">Mangetsu Otoshi (Full Moon Drop)</font> ====== | ====== <font style="visibility:hidden" size="0">Mangetsu Otoshi (Full Moon Drop)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image =AH3_Akane_623AB.png | |image =AH3_Akane_623AB.png | ||
|input=623AB (air OK) | |input=623AB (air OK) | ||
|caption= | |caption= "The Best Reversal" in the game | ||
|name=Mangetsu Otoshi (Full Moon Drop) | |name=Mangetsu Otoshi (Full Moon Drop) | ||
|data= | |data= | ||
Line 973: | Line 1,003: | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description=Akane starts a rising air combo, ending in a knockdown. Akane’s only true reversal: Has clash frames during the start of the initial hit. If the combo is too long it’s possible for the opponent to fall out of the super | |description=Akane starts a rising air combo, ending in a knockdown. Akane’s only true reversal: Has clash frames during the start of the initial hit. If the combo is too long, it’s possible for the opponent to fall out of the super or recover in the air if the super was used from too high up. On block, Akane does the first part of the super move’s combo animation, then Akane is free to act again. Great reversal option. It’s recommended you input an attack command like JA or JB in case the first hit is clashed though to keep yourself safe and possibly take the offensive if you are using this as a reversal. Using a homing cancel or Extend force after this move lets Akane maintain frame advantage and pressure as the opponent recovers off the ground. | ||
-”Unsafe on block”, but it’s hard to punish correctly. | -”Unsafe on block”, but it’s hard to punish correctly. | ||
Line 987: | Line 1,017: | ||
|image =AH3_Akane_214AB.png | |image =AH3_Akane_214AB.png | ||
|input=214AB | |input=214AB | ||
|caption= | |caption= Better than Mangetsu at closing out rounds. | ||
|name=Akane Bunshin no Jutsu (Akane Clone Technique) | |name=Akane Bunshin no Jutsu (Akane Clone Technique) | ||
|data= | |data= | ||
Line 1,015: | Line 1,045: | ||
|image2 =AH3_Akane_Shunkoku2.png | |image2 =AH3_Akane_Shunkoku2.png | ||
|input=632146AB, then rapidly input buttons | |input=632146AB, then rapidly input buttons | ||
|caption= Will you be the one to master this forbidden technique? | |||
|name=Shunkoku (Instantaneous) | |name=Shunkoku (Instantaneous) | ||
|data= | |data= | ||
Line 1,038: | Line 1,069: | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
|description= | |description=Akane charges up. More attacks mean the more damage Akane deals. Has genuine use as a full screen punish option because of how fast it travels across the ground. Don’t use this move unless you're sure it will kill because Akane has stronger combos for 2 bars with Extend Force. Scales very badly in combos. You can confirm this with 2C in normal state as well as 236x (the first hit only) or j22c while in extend force. In Xtend the number of inputs required has been greatly reduced, making it easier to get the maximum amount of hits more consistently. | ||
-very fast startup | |||
-Does not have invul | |||
-unsafe on block and minus on hit. | |||
-costs 3 meter to use | |||
}} | |||
}} | |||
<section end=Movelist/> | |||
==Combos== | |||
===Midscreen Combos=== | |||
*5A, 5B, 2B, 5C(1), 236+A/B (2), 214+AB | |||
^You can drop the 2B, and do 236+C for a smidge for damage | |||
*5A, 5B, 2B, 5C(1), 236+B | |||
*5A, 5B, 2B, 5C(2), 22+B | |||
*5A, 5B, 2B, 5C(1), 236+B (2), (5HC) JA, JB, (djc) JB, JC, 623+X, 623+AB | |||
*5A, 5B, 2C, 2~8+A | |||
*~2E, (5HC) JB, (djc) JB, JC, 214+A | |||
*5A, 5B, 5C(2), (5HC) JB, (djc) JB, JC, 214+A | |||
*5A, 5B, 2C, 236+B (2), (6HC) 5B, JA, JB, (djc) JA, JB, JC, 214+A | |||
*2A, 2B, 2C, (6HC) 5A, 5B, 6C(1), JA, JB, (djc) JA, JB, JC, 214+A | |||
*2~8+A/B, (5HC) JA, JB, (djc) JA, JB, JC, 623+X, 623+AB | |||
*5A, 5B, 5C(1) (EFc) 5A, 5B, 5C(1), 2C, 6C (1) JA, JB, JE, JA, JB, (djc) JB, JC, 214+A | |||
*5B 2B 2C | |||
:Your go-to chain. | |||
*5B 2B 2C 236B 6D 5B 6C jC j22C - 5B jA jB jC j214C | |||
:End with jE instead of (jC j214C) if you want to stay on the same side. | |||
*5B 2B 2C 236B EFC IAD jC -land- jC j22C -[28A j22C] 2C 22x | |||
:Requires 1 kotodama. Can be repeated twice with most arcanas. End with 2C sooner if you run out of kotodamas. Does not work on Catherine. | |||
'''Kotodama Combos''' | |||
Kotodama moves in *asterisks* | |||
*5A, 5B, 5C(1), 236+A (2), (6HC) 6C (1), JA, JB, (djc) JA, JB, JC, *623+C*, 214+A | |||
*5A, 5B, 236+A/B (2), 41236+A 5A, 5B, 6C (1), JA, JB, (djc) JA, JB, JC, 623+C | |||
*2A, 2B, 2C, 2E, (5HC~D) JA, JB, (djc) JA, JB, JC, *623+C*, 214+A | |||
*5A, 5B, 5C(2), (5HC~D) JA, JB, (djc) JA, JB, JC, *623+C*, 214+A | |||
*5A, 5B, 2C, 236+A/B (2), (6HC) 5B, JA, JB, (djc) JA, JB, JC, *623+C*, 214+A | |||
*2A, 2B, 2C(1), 2~8+A, (5HC) JB, (djc) JB, JC, *623+C*, 214+A | |||
*(air-to-air) (Land) 623+A, (5HC) JB, (djc) JB, JC, *623+C*, 214+A | |||
*J22+C, 2~8+B, 22+C | |||
*JC, 5A, 5B, 5C(1), 236+A/B (2), *J22+C*, 2~8+B, *22+C*, 623+AB | |||
*5B, 5C (2), (5HC) JB, JC, J22+C, 2~8+A, *J22+C*, 2~8+A, *J22+C*, 2~8+A, *J22+C*, 214+AB | |||
*5B, 2C, 2~8+A, *J22+C*, (Land) 5B, JA, JB, JE | |||
*5B, 2C, 2~8+A, *J22+C*, (Land) 5B, 2~8+B, *J22+C*, (Land) 623+AB | |||
*5B, 2B, 2C, 236+B (2), (EFc) (IAD) JC, (Land) JC, J22+C, (2~8+A, *J22+C*)x3, 214+AB | |||
'''~C Tori Gake Loop Starters''' | |||
*5A, 5B, 5C(2), (5HC~4/6+D) JA, (djc) JA, JC, J22+C~ | |||
*2B, 2C, 623+C, (5HC) JA, (djc) (Delay) JA, JC, J22+C~ | |||
*5A, 5B, 5C (1), 623+B, (3HC) 5B, JA, JC, J22+C~ | |||
*5A, 5B, 5C (1), 236+B (2), (6HC) 5B, (Delayed) JA, (Delayed) JC, J22+C~ | |||
*5A, 5B, 2C, 2~8+A, (Land*)(EFc*)(Step*) 5B, JA, JC, J22+C~ | |||
^Practice the timing, it's kinda tricky | |||
*(Air grab), (Delayed)(5HC) JA, JC, J22+C~ | |||
'''Hana Utsushi Counter''' | |||
*421+A, 214+AB | |||
*(Cornered) 421+A (2-5 Hits), (EFc 66) 5A, 5B, 2B, 2C, 2~8+A, *J22+C*2C, (2~8+B, *J22+C*)x2, 214+AB | |||
*421+A (2-5 Hits), (EFc 66) 5A, 5B, 5C, 6C (1), JA, JB, JE, JA, JB, J623+AB | |||
*421+A (2-5 Hits), (EFc) 632146+AB (mash buttons) | |||
* | |||
* | ===Corner Combos=== | ||
: | *5B 2C 28A j22C - 5B jA jB jE | ||
:Req. 1 kotodama. You can land normally or jump cancel jE into 5d for pressure. | |||
*5B 2C 28A j22C- [5B 28B j22C] - 623AB | |||
* | :Req at least 1 kotodama per rep. Cost 1 meter. | ||
* | *5B 2C 28A j2D jA jC j22C j236B EFC [28B j22C 2C] 22x | ||
:Req 1 kotodama per rep. Cost 1 meter. Must be above the opponent when j22c connects for 236B to hit properly. Deals massive damage with multiple kotodamas. | |||
===Arcana Combos=== | ===Arcana Combos=== | ||
<!--List combos that make use of Arcana here (list as subheading). Pay attention to the formatting.--> | <!--List combos that make use of Arcana here (list as subheading). Pay attention to the formatting.--> | ||
==== | ====Wind==== | ||
*Vertex Hits: jC j22C - [5B 28B j22C] 2D 2C 22x | |||
:Req 1 kotodama per rep. Fast fall lets you end the combo with 2C in base. | |||
*2B, 2C, 2E, 236+E, (5HC) JA, JB, (djc) JA, JE, (Silkis hit) J214+E, (5D) JA, JB, (djc) JA, JB, JC, J623+X, J623+AB | |||
*2A, 2B, 2C, 236+B(2), (EFc 66) 5A, 5B, JA, JB, JC, JB, (djc) JA, JB (tjc) JA, JB, JC, J623+A~*J214+X*, J623+AB | |||
===Sound=== | |||
*5B, 2B, 2C, 236+B (2), (EFc) (IAD) JC, (Land) JC, J22+C, (2~8+A, *J22+C*)x3, (land) 641236+E | |||
*5A, 5B, 2C, 2~8+A, (land-EFc 66) 5B, JA, JC, J22+C, (2~8+A, *J22+C*)x3, (land) 641236+E | |||
===Fenrir=== | |||
*2A, 2B, 2C, 236+A/B(2), (delayed) *J22+C*, J641236+E | |||
*421+A (Counter), (EFc) 236+C(2), *J22+C*, (land) 236+ABC | |||
===Light=== | |||
*2A, 2B, 236+A(2), *41236+A* 5A, 5B, 6C (1), JA, JB, (djc) JA, JB, JC, J623+X, *J214+X*, J236236+E | |||
*2A, 2B, 2C, 2~8+A, (land-EFc-66) 5B, JA, JB, (djc) JA, JB, JC, J214+A, J236236+E, J623+X, *J214+A* | |||
*2A, 2B, 2C, 236+B(2), (EFc 66) 5C(1), 6C(1), 623+E, (5DD) JA, JB, (djc) JA, JB, JC, J623+X, *J214+A*, J236236+E, J623+X, *J214+A*, J236236+E | |||
===Ice=== | |||
*2A, 2B, 5C(2), (EFc) (5D) JA, JE, JA, JB, (djc) JA, JB, J22+B, (land) 236236+E | |||
*2A, 2B, 5C(1), (EFc 66) 5B, 5C(1), 2C, 6C, (IAD) JB, (land) 5B, JA, JB, (djc) JA, JB, JC, J623+X, J236236+E | |||
*(Mid-screen) 421+A(2-5), (EFc) 236+E, 632146+AB (mash) | |||
===Fire=== | |||
*2A, 2B, 5C(1), 214+E, 5B, 5C, (EFc) (5DD), JA, JB, JC, JB, (djc) JB, JC, J236236+E | |||
*5/N Throw, (EFc) (MAX) 2E, (INSTANT) 214+BC, 2~8+B, *J623+X*, *J214+A* | |||
====Time==== | |||
*5B 2B 2C 236B EFC - 28B 41236C- Air Dash jA jump jA jC j22C- 2C 22x | |||
:Req 1 Kotodama. | |||
*(Far from Corner) 2A, 5B, 5C(1), 6C(1), 5E, (6HC) 5A, 5B, 5C(1), 6C(1), JA, JB, (djc) JA, JB, JC, J623+X, *J214+A* | |||
*2A, 2B, 5C(2), (EFc) (5D) JA, JB, (djc) JB, JC, J22+C, (land-delayed) 5B, JB, JC, J236236+E, (land-sj) JA, JB, (djc) JA, JB, JC, J623+X, *J214+A* | |||
*5BC (Parry), 236236+E, (EFc-fast) 236+ABC, (5C(2)~6C(3)x4, 22+X | |||
===Love=== | |||
*2A, 2B, 236+A(2), *41236+A*, 5A, 5E, 641236+E | |||
*5/N Throw, (EFc) (MAX) 2E, 236+ABC | |||
====Thunder==== | |||
*...236x 236236E JD jA jB jC j214B | |||
:Req 1 Meter. | |||
====Blood==== | |||
* | *5B 2B 2C 236B 214E 6D 5B (jA) jC j22c - [28A j22C] 2C 22B - 236E | ||
: | :Req at least 1 kotodama and 1 meter. Charges 2 kotodamas. Add jA for stability. After 236E you can 22a safely. | ||
=== | ===Videos=== | ||
* | {{#ev:youtube|wRmx12L9pBg||| '''Akane AH3LMSSX guide''' by "Homura Yuri Squad"|frame}} | ||
: | |||
*https://youtu.be/NldZM1EABl0 - Combos above without description in video | |||
*https://youtu.be/rTKIQCZ2el4 - Arcana Combos above without description in video | |||
==Videos== | ==Videos== | ||
* | *https://www.youtube.com/watch?v=8yAEQQYZuZc&t=1162s - Akane matches from the beta version of Xtend showcasing multiple arcanas | ||
{{Navbox-AH3X}} | {{Navbox-AH3X}} | ||
[[Category:Arcana Heart 3 LOVEMAX SIXSTARS XTEND]] | [[Category:Arcana Heart 3 LOVEMAX SIXSTARS XTEND]] | ||
[[Category:Akane Inuwaka]] | [[Category:Akane Inuwaka]] |
Latest revision as of 08:21, 19 May 2024
Profile
A warrior dispatched by the Inuwaka clan to support and aid the Millennial Guardian, Kamui Tokinomiya, Akane is the textbook definition of the doting, yet ditzy, older sister. An eternal optimist with an insatiable curiosity, she likes to think of herself as a self-styled arbiter of “cool”. Although she constantly worries about her younger sister, Nazuna, she makes it a point to never show it. She also is a very hard worker, but tries to hide that aspect of her personality as she thinks it makes her look uncool.
Akane has an instinctive knack for fighting, as well as the uncanny ability to quickly identify and exploit any enemy weakness. Her preferred method of fighting is to kick her opponent into submission, using her Arcana powers only when she feels it's absolutely necessary.
She has an extraordinary singing voice, an ability that allowed her to captivate Phenex, the Arcana of Sound. Akane listens to just about every genre of music under the sun and will frequently jump in and perform with any street buskers she comes across.
Including the Japanese branch of the Celestial Union, she has several friends and acquaintances that work to remove the planar rifts across Japan. She has trouble telling others up front that she can help, and instead resolves any trouble around her under the excuse that she is on a journey to train herself.
Overview
Akane is a technical close-range fighter who wants to punish opponents making mistakes under pressure for big damage. Your goal is to stay in their face as much as possible, as Akane is noticeably lacking in long ranged tools. Her unique mechanic, the Kotodama gauge, helps Akane to accomplish this by providing her unique mixups and additional damage as well as ways to keep yourself safe in case you make a mistake. Akane can hold her own in the air but keeping your opponent near the ground is ideal for her as she boasts a variety of anti-air moves that will help keep the pressure on and get the damage rolling.
Unique Mechanics
Kotodamas
With a few Exceptions, Akane can chain her specials moves into one another. These cancels are referred to in-game as “Kotodama Cancels”. This powerful ability is limited by the kotodama gauge shown directly under her health bar, which Akane must manually recharge in order to regain use of. Akane starts every match with a kotodama already stocked and they carry over between rounds. Smart and creative use of these cancels grant Akane access to some of the most powerful mixups and most damaging combos in the game.
Unusual Jump Height
Akane has the tallest normal jump height in the game. She jumps about the same height as some characters' super jumps. This lets her cover vertical space quicker and helps her get out of pressure that other characters may struggle with.
Wall Jump
Akane is one of a handful of characters who can manually wall jump in this game and is uniquely suited to make use of it. She can use it to escape the corner under pressure thanks to her exceptionally tall jump height or use it for tricky mix ups to open the opponent up to combos.
Recommended Arcana
Akane can use any arcana pretty well but benefits greatly from the ones that either compensate for her lack of ranged options or strenghten her close range abilities.
Wind
Wind provides additional mobility for Akane. Her tall jump height and ability to wall jump can be used to great effect when applying or escaping pressure.
Vertex (214E) is a versatile tool that Akane can abuse for easy pressure and combos into her divekick. Akane’s lever throw is also a very powerful tool when using wind as you can set Vertex as a meaty, cancel the recovery with extend force, and teleport behind them for a very fast cross up as they recover. Wind fast fall also allows Akane to end any divekick combo with 2C to either charge kotodamas or apply okizeme.
Time
Ribaku no I (236E) and fully charged 2E are incredibly powerful mixup tools Akane can use for safe but very potent meterless mixups. You lose access to a traditional 6d but most combos Akane uses it for can be replaced with either 5d or 4d with some adjustments. Time backdash will make your opponent think twice about pressing buttons when Akane is up close as connecting with the clone almost always means Akane can get a free combo. Time super (236236E) into Time Blaze is a legitimate match closer if you have the resources available while the opponent is at low enough health as they cannot burst during the entire duration.
Lightning
Akane greatly benefits from clashing with the opponent thanks to her incredibly fast 5a that she can use to start combos with. When the opponent is out of range from 5a, or you are unsure whether or not it will connect, Claiomh (623E) is a tool Akane can use very effectively as she can forcibly initiate a clash using Fuumon (B+C). Scairt Airm (236E) also helps her deal with zoners such as Nazuna, Yoriko and Maori and lets her home in on them on hit or block to start her pressure or secure a combo. Fearg Lorg (236236E) also lets you try for a mixup after a knockdown, for even more pressure and damage.
Blood
Ichor is an arcana that buffs Akane’s abilities all around, and lets her play much riskier than normal. The passive abilities it provides lets Akane be more liberal with her meter usage while also passively regenerating a portion of her health back. Extend Force’s passive ability applies a large defense modifier which at low health allows Akane to take almost no damage from combos during the duration. Kyma (236E) lets Akane charge kotodamas while applying pressure and potentially still get a full combo. Aima (214E) is comparable to the buff provided by extend force, meaning you can temporarily end any divekick combo with 2C. This arcana is recommended for advanced players who can take advantage of the nuances of Arcana Heart’s System mechanics.
Normal Moves
5A
5A
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5B
5B
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5C
5C
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5E
5E
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2A
2A
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2B
2B
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2C
2C
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2E
2E
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6C
6C
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.E
j.E
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Throws
Neutral Throw
Throw
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Lever Throw
Lever Throw
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Air Throw
Air Throw
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Special Moves
Tama Furi (Soul Charge)
Tama Furi (Soul Charge)
22X |
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Kaze Harai (Wind Sweep)
Kaze Harai (Wind Sweep)
236X |
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Tori Gake (Bird Flight)
Tori Gake (Bird Flight)
j.22X |
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[Ground] Tsuki Kudaki (Moon Shatterer)
[Ground] Tsuki Kudaki (Moon Shatterer)
623X |
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[Aerial] Tsuki Kudaki (Moon Shatterer)
[Aerial] Tsuki Kudaki (Moon Shatterer)
j.623X |
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Hana Nagi (Flower Reaper)
Hana Nagi (Flower Reaper)
214X (air OK) |
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Hana Utsushi (Flower Shadow)
Hana Utsushi (Flower Shadow)
421X |
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Kaze Mai (Wind Dance)
Kaze Mai (Wind Dance)
41236X (air OK) |
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Tsuki Hoe (Moon Roar)
Tsuki Hoe (Moon Roar)
28X |
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Fummon (Wind Crest)
Fummon (Wind Crest)
BC or 2BC (air OK) |
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Super Moves
Akane’s Super moves aren’t the ideal way you want to end your combos as they don’t give you any time to charge kotodamas, nor do you get significant frame advantage from them. It’s recommended that you prioritize learning to end combos with 2C whenever possible and save supers for when you need extra damage to end a round.
Mangetsu Otoshi (Full Moon Drop)
Mangetsu Otoshi (Full Moon Drop)
623AB (air OK) |
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Akane Bunshin no Jutsu (Akane Clone Technique)
Akane Bunshin no Jutsu (Akane Clone Technique)
214AB |
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Critical Heart
Shunkoku (Instantaneous)
632146AB, then rapidly input buttons |
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Combos
Midscreen Combos
- 5A, 5B, 2B, 5C(1), 236+A/B (2), 214+AB
^You can drop the 2B, and do 236+C for a smidge for damage
- 5A, 5B, 2B, 5C(1), 236+B
- 5A, 5B, 2B, 5C(2), 22+B
- 5A, 5B, 2B, 5C(1), 236+B (2), (5HC) JA, JB, (djc) JB, JC, 623+X, 623+AB
- 5A, 5B, 2C, 2~8+A
- ~2E, (5HC) JB, (djc) JB, JC, 214+A
- 5A, 5B, 5C(2), (5HC) JB, (djc) JB, JC, 214+A
- 5A, 5B, 2C, 236+B (2), (6HC) 5B, JA, JB, (djc) JA, JB, JC, 214+A
- 2A, 2B, 2C, (6HC) 5A, 5B, 6C(1), JA, JB, (djc) JA, JB, JC, 214+A
- 2~8+A/B, (5HC) JA, JB, (djc) JA, JB, JC, 623+X, 623+AB
- 5A, 5B, 5C(1) (EFc) 5A, 5B, 5C(1), 2C, 6C (1) JA, JB, JE, JA, JB, (djc) JB, JC, 214+A
- 5B 2B 2C
- Your go-to chain.
- 5B 2B 2C 236B 6D 5B 6C jC j22C - 5B jA jB jC j214C
- End with jE instead of (jC j214C) if you want to stay on the same side.
- 5B 2B 2C 236B EFC IAD jC -land- jC j22C -[28A j22C] 2C 22x
- Requires 1 kotodama. Can be repeated twice with most arcanas. End with 2C sooner if you run out of kotodamas. Does not work on Catherine.
Kotodama Combos
Kotodama moves in *asterisks*
- 5A, 5B, 5C(1), 236+A (2), (6HC) 6C (1), JA, JB, (djc) JA, JB, JC, *623+C*, 214+A
- 5A, 5B, 236+A/B (2), 41236+A 5A, 5B, 6C (1), JA, JB, (djc) JA, JB, JC, 623+C
- 2A, 2B, 2C, 2E, (5HC~D) JA, JB, (djc) JA, JB, JC, *623+C*, 214+A
- 5A, 5B, 5C(2), (5HC~D) JA, JB, (djc) JA, JB, JC, *623+C*, 214+A
- 5A, 5B, 2C, 236+A/B (2), (6HC) 5B, JA, JB, (djc) JA, JB, JC, *623+C*, 214+A
- 2A, 2B, 2C(1), 2~8+A, (5HC) JB, (djc) JB, JC, *623+C*, 214+A
- (air-to-air) (Land) 623+A, (5HC) JB, (djc) JB, JC, *623+C*, 214+A
- J22+C, 2~8+B, 22+C
- JC, 5A, 5B, 5C(1), 236+A/B (2), *J22+C*, 2~8+B, *22+C*, 623+AB
- 5B, 5C (2), (5HC) JB, JC, J22+C, 2~8+A, *J22+C*, 2~8+A, *J22+C*, 2~8+A, *J22+C*, 214+AB
- 5B, 2C, 2~8+A, *J22+C*, (Land) 5B, JA, JB, JE
- 5B, 2C, 2~8+A, *J22+C*, (Land) 5B, 2~8+B, *J22+C*, (Land) 623+AB
- 5B, 2B, 2C, 236+B (2), (EFc) (IAD) JC, (Land) JC, J22+C, (2~8+A, *J22+C*)x3, 214+AB
~C Tori Gake Loop Starters
- 5A, 5B, 5C(2), (5HC~4/6+D) JA, (djc) JA, JC, J22+C~
- 2B, 2C, 623+C, (5HC) JA, (djc) (Delay) JA, JC, J22+C~
- 5A, 5B, 5C (1), 623+B, (3HC) 5B, JA, JC, J22+C~
- 5A, 5B, 5C (1), 236+B (2), (6HC) 5B, (Delayed) JA, (Delayed) JC, J22+C~
- 5A, 5B, 2C, 2~8+A, (Land*)(EFc*)(Step*) 5B, JA, JC, J22+C~
^Practice the timing, it's kinda tricky
- (Air grab), (Delayed)(5HC) JA, JC, J22+C~
Hana Utsushi Counter
- 421+A, 214+AB
- (Cornered) 421+A (2-5 Hits), (EFc 66) 5A, 5B, 2B, 2C, 2~8+A, *J22+C*2C, (2~8+B, *J22+C*)x2, 214+AB
- 421+A (2-5 Hits), (EFc 66) 5A, 5B, 5C, 6C (1), JA, JB, JE, JA, JB, J623+AB
- 421+A (2-5 Hits), (EFc) 632146+AB (mash buttons)
Corner Combos
- 5B 2C 28A j22C - 5B jA jB jE
- Req. 1 kotodama. You can land normally or jump cancel jE into 5d for pressure.
- 5B 2C 28A j22C- [5B 28B j22C] - 623AB
- Req at least 1 kotodama per rep. Cost 1 meter.
- 5B 2C 28A j2D jA jC j22C j236B EFC [28B j22C 2C] 22x
- Req 1 kotodama per rep. Cost 1 meter. Must be above the opponent when j22c connects for 236B to hit properly. Deals massive damage with multiple kotodamas.
Arcana Combos
Wind
- Vertex Hits: jC j22C - [5B 28B j22C] 2D 2C 22x
- Req 1 kotodama per rep. Fast fall lets you end the combo with 2C in base.
- 2B, 2C, 2E, 236+E, (5HC) JA, JB, (djc) JA, JE, (Silkis hit) J214+E, (5D) JA, JB, (djc) JA, JB, JC, J623+X, J623+AB
- 2A, 2B, 2C, 236+B(2), (EFc 66) 5A, 5B, JA, JB, JC, JB, (djc) JA, JB (tjc) JA, JB, JC, J623+A~*J214+X*, J623+AB
Sound
- 5B, 2B, 2C, 236+B (2), (EFc) (IAD) JC, (Land) JC, J22+C, (2~8+A, *J22+C*)x3, (land) 641236+E
- 5A, 5B, 2C, 2~8+A, (land-EFc 66) 5B, JA, JC, J22+C, (2~8+A, *J22+C*)x3, (land) 641236+E
Fenrir
- 2A, 2B, 2C, 236+A/B(2), (delayed) *J22+C*, J641236+E
- 421+A (Counter), (EFc) 236+C(2), *J22+C*, (land) 236+ABC
Light
- 2A, 2B, 236+A(2), *41236+A* 5A, 5B, 6C (1), JA, JB, (djc) JA, JB, JC, J623+X, *J214+X*, J236236+E
- 2A, 2B, 2C, 2~8+A, (land-EFc-66) 5B, JA, JB, (djc) JA, JB, JC, J214+A, J236236+E, J623+X, *J214+A*
- 2A, 2B, 2C, 236+B(2), (EFc 66) 5C(1), 6C(1), 623+E, (5DD) JA, JB, (djc) JA, JB, JC, J623+X, *J214+A*, J236236+E, J623+X, *J214+A*, J236236+E
Ice
- 2A, 2B, 5C(2), (EFc) (5D) JA, JE, JA, JB, (djc) JA, JB, J22+B, (land) 236236+E
- 2A, 2B, 5C(1), (EFc 66) 5B, 5C(1), 2C, 6C, (IAD) JB, (land) 5B, JA, JB, (djc) JA, JB, JC, J623+X, J236236+E
- (Mid-screen) 421+A(2-5), (EFc) 236+E, 632146+AB (mash)
Fire
- 2A, 2B, 5C(1), 214+E, 5B, 5C, (EFc) (5DD), JA, JB, JC, JB, (djc) JB, JC, J236236+E
- 5/N Throw, (EFc) (MAX) 2E, (INSTANT) 214+BC, 2~8+B, *J623+X*, *J214+A*
Time
- 5B 2B 2C 236B EFC - 28B 41236C- Air Dash jA jump jA jC j22C- 2C 22x
- Req 1 Kotodama.
- (Far from Corner) 2A, 5B, 5C(1), 6C(1), 5E, (6HC) 5A, 5B, 5C(1), 6C(1), JA, JB, (djc) JA, JB, JC, J623+X, *J214+A*
- 2A, 2B, 5C(2), (EFc) (5D) JA, JB, (djc) JB, JC, J22+C, (land-delayed) 5B, JB, JC, J236236+E, (land-sj) JA, JB, (djc) JA, JB, JC, J623+X, *J214+A*
- 5BC (Parry), 236236+E, (EFc-fast) 236+ABC, (5C(2)~6C(3)x4, 22+X
Love
- 2A, 2B, 236+A(2), *41236+A*, 5A, 5E, 641236+E
- 5/N Throw, (EFc) (MAX) 2E, 236+ABC
Thunder
- ...236x 236236E JD jA jB jC j214B
- Req 1 Meter.
Blood
- 5B 2B 2C 236B 214E 6D 5B (jA) jC j22c - [28A j22C] 2C 22B - 236E
- Req at least 1 kotodama and 1 meter. Charges 2 kotodamas. Add jA for stability. After 236E you can 22a safely.
Videos
- https://youtu.be/NldZM1EABl0 - Combos above without description in video
- https://youtu.be/rTKIQCZ2el4 - Arcana Combos above without description in video
Videos
- https://www.youtube.com/watch?v=8yAEQQYZuZc&t=1162s - Akane matches from the beta version of Xtend showcasing multiple arcanas