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> ====== | ||
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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= | ||
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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= | ||
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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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{{MoveData | {{MoveData | ||
|image=AH3_Akane_2A.png | |image=AH3_Akane_2A.png | ||
|caption= | |caption=Great at tick-throws. | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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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= | ||
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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= | ||
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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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|frameAdv=-15 | |frameAdv=-15 | ||
|level=D | |level=D | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-AH3LMSS | {{AttackData-AH3LMSS | ||
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|frameAdv= | |frameAdv= | ||
|level=E | |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= | ||
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-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. | ||
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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. 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. | |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. | ||
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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 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. | |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. | ||
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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= 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. | |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. | ||
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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= | ||
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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=- | ||
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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= | ||
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|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= | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=36 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=54 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=72 | ||
|frameAdv= | |frameAdv= | ||
|level= | |level= | ||
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|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= | ||
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|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. | ||
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|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= | ||
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|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. | ||
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|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. | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|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= | ||
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|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. | ||
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|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= | ||
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|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= | ||
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|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. | ||
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|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= | ||
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|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= | ||
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|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 825: | 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 833: | 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 872: | 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 885: | 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 943: | 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 971: | Line 979: | ||
|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 1,009: | 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 1,037: | 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 1,072: | Line 1,081: | ||
}} | }} | ||
<section end=Movelist/> | <section end=Movelist/> | ||
==Combos== | ==Combos== | ||
=== | ===Midscreen Combos=== | ||
*2A 2B 2C | |||
*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 | *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 | |||
==== | |||
*5B | ====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 5a giveth and 5a taketh away 5a giveth and 5a taketh away
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5B
5B Good move unless it whiffs. Good move unless it whiffs.
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5C
5C Reliable combo starter. Reliable combo starter.
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5E
5E The "I need some space" button. The "I need some space" button.
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2A
2A Great at tick-throws. Great at tick-throws.
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2B
2B Lowkey the best antiair Akane has. Lowkey the best antiair Akane has.
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2C
2C Your only other low hitting normal. Your only other low hitting normal.
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2E
2E Actually a really good antiair! Actually a really good antiair!
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6C
6C "Good when used sparingly" "Good when used sparingly"
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j.A
j.A Great in neutral, not so great as a jump-in. Great in neutral, not so great as a jump-in.
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j.B
j.B Your go-to air normal Your go-to air normal
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j.C
j.C Also good at meatying opponents in the air. Also good at meatying opponents in the air.
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j.E
j.E The only normal with no clash frames. The only normal with no clash frames.
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Throws
Neutral Throw
Throw Really good for air mixups Really good for air mixups
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Lever Throw
Lever Throw Great for okizeme Great for okizeme
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Air Throw
Air Throw Mixing this with JC is a great idea vs air teching opponents. Mixing this with JC is a great idea vs air teching opponents.
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Special Moves
Tama Furi (Soul Charge)
Tama Furi (Soul Charge) 22X Get used to this move; you'll be using it alot. Get used to this move; you'll be using it alot.
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Kaze Harai (Wind Sweep)
Kaze Harai (Wind Sweep) 236X Goes under quite alot of things. Goes under quite alot of things.
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Tori Gake (Bird Flight)
Tori Gake (Bird Flight) j.22X Death From Above (Cute girl Edition) Death From Above (Cute girl Edition)
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[Ground] Tsuki Kudaki (Moon Shatterer)
[Ground] Tsuki Kudaki (Moon Shatterer) 623X Be prepared to homing cancel this move when it connects. Be prepared to homing cancel this move when it connects.
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[Aerial] Tsuki Kudaki (Moon Shatterer)
[Aerial] Tsuki Kudaki (Moon Shatterer) j.623X You CAN cancel this move into other things. There's just no point. You CAN cancel this move into other things. There's just no point.
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Hana Nagi (Flower Reaper)
Hana Nagi (Flower Reaper) 214X (air OK) "Don't get any ideas. This is NOT a command grab." "Don't get any ideas. This is NOT a command grab."
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Hana Utsushi (Flower Shadow)
Hana Utsushi (Flower Shadow) 421X You can Kotodama Cancel into the counter, but not out of it, unless it connects. You can Kotodama Cancel into the counter, but not out of it, unless it connects.
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Kaze Mai (Wind Dance)
Kaze Mai (Wind Dance) 41236X (air OK) What is a ninja without her teleports? What is a ninja without her teleports?
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Tsuki Hoe (Moon Roar)
Tsuki Hoe (Moon Roar) 28X Very risky, but equally rewarding neutral tool. Very risky, but equally rewarding neutral tool.
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Fummon (Wind Crest)
Fummon (Wind Crest) BC or 2BC (air OK) Standing Standing Crouching Crouching Jumping Jumping Parrying is fine and all but make sure you actually press something afterwards. Parrying is fine and all but make sure you actually press something afterwards.
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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) "The Best Reversal" in the game "The Best Reversal" in the game
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Akane Bunshin no Jutsu (Akane Clone Technique)
Akane Bunshin no Jutsu (Akane Clone Technique) 214AB Better than Mangetsu at closing out rounds. Better than Mangetsu at closing out rounds.
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Critical Heart
Shunkoku (Instantaneous) 632146AB, then rapidly input buttons Will you be the one to master this forbidden technique? Will you be the one to master this forbidden technique?
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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