Arcana Heart 3/AH3X/Akane Inuwaka: Difference between revisions
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'''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, 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 also lets you try for a mixup after a knockdown, for even more pressure and damage. | 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> | ||
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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=Great at tick-throws | |caption=Great at tick-throws. | ||
|name=2A | |name=2A | ||
|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_6C.png | |image=AH3_Akane_6C.png | ||
|caption= " | |caption= "Good when used sparingly" | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
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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= | ||
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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= | ||
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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= | ||
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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= | ||
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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= | ||
Line 423: | Line 423: | ||
|image =AH3_Akane_Throw.png | |image =AH3_Akane_Throw.png | ||
|image2 =AH3_Akane_jDA.png | |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= | ||
Line 443: | 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 494: | 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= | ||
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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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|image =AH3_Akane_623X.png | |image =AH3_Akane_623X.png | ||
|input=j.623X | |input=j.623X | ||
|caption= You | |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 695: | 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= | ||
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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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|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 1,017: | 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 1,083: | Line 1,083: | ||
==Combos== | ==Combos== | ||
=== | ===Midscreen Combos=== | ||
*2 | *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 | *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
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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