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(WIP Akane combos/oki organisation, formatting and notes)
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== Akane Notes ==
== Combos ==


WIP disorganised ideas for upcoming Akane combo/okizeme rework. Formatting, re-organisation and videos to come.
For Akane's combos it is especially important to consider which character your opponent is playing because her combo routes and timings can deviate dramatically between characters. In order to practice efficiently check the [[Eternal_Fighter_Zero/Players|Player List]], spectate matches, watch VODs and replays and interact with the community to discover which characters your opponents are likely to pick. In casual matches, if you have been training to fight a particular player's character don't be afraid to ask your opponent to switch or stick to that character.


When performing Akane's combos it is extremely important to consider which character your opponent is playing because her combo routes and timings deviate drastically between characters. Before fighting a player it is wise to consider which characters they might pick in order to practice efficiently. Check out the [[Eternal_Fighter_Zero/Players|Player List]], spectate matches, watch VODs and replays and ask around the community to see which characters your opponent is likely to pick. In casual matches, if you have been training to fight a particular player's character don't be afraid to ask your opponent to switch or stick to that character.
Combos can also change depending on if you are Player 1 or 2 and/or in the left or right corner. Keep track of these variables when playing and practice each of these scenarios, particularly for any corner combos that utilise 214*~4C.


Akane's combos and okizeme can also change depending on if you are Player 1 or 2 and/or in the left or right corner. You must be conscious of these variables when playing and practice each of these scenarios, particularly for any corner combos that utilise 214*~4C.
Spacing, timing and positioning will also influence your combo options, be prepared to adapt your combo routes on the fly.


=== No IC ===
=== No IC ===


2AA c5B {f5B/2B} 2C...
''Anywhere''


...7 j66 jC
:'''2AA c5B {f5B/2B} 2C'''
:*Basic knockdown which leads to midscreen okizeme setups.


...9 jA djAC
''Corner Facing Out''


...IAD jC
:'''2AA c5B {f5B/2B} 5C 236B 662B (2ABC)'''
:*662B 2A is very tight character specific link that only works with a perfectly spaced 662B.


...214214B 66(2)A 412C~5C 5C(3-4) 412B~5C...
=== Red IC ===


...214214B 66412B 412C~5C 5C(3-4) 412C~5C...
''Anywhere''


...214214B {66A/662A}(whiff) 412C~2C (66)2A c5B 2C IAD jB...
:'''{j236A/j236B} IC 66B(1) jB djB j66 jB j214C~4C...'''


...214214B {66A/662A}(whiff) 412C~2C [buffer facing -> 236B] 2C IAD jB land c5B 2C IAD jB...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5B 214C~4C...'''


...214214B 66412B 412B~2C...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 9 j214C~4C...'''
:*Closer to the corner you may need to jump 7 rather than 9.


...214214B 662B(whiff) 412A~2C...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 662B(whiff) 236236A'''
:*Variation of the above combo with swords okizeme when closer to the corner you may need to 44 rather than 662B.


=== Red IC ===
''Midscreen''
 
:'''2ABC 236C .. 5A .. c5B 2C IAD jB...'''
:*Timing is character specific.
 
:'''2AABC IC 662B 5A 2C IAD jB...'''
:*Only works on a few characters.


{j236A/j236B} IC...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB (c5B) jBC j66 j6C(tech trap)'''


...66B(1) jB djB j66 jB j214C~4C...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 66C...'''


...5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5B 214C~4C...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 2C IAD jB...'''


...5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 9 j214C~4C...
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5BB 2C IAD jB...'''


...5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 662B(whiff) 236236A
:'''{j236A/j236B} IC {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB 66C...'''
:*Recommended for Ayu.


...5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB (c5B) jBC j66 j6C(tech trap)
''Corner''


...5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 66C...
:'''Throw IC 66C 214B~C c5B 2C 412C~2C (2A) 2C jAAB (djB j6C tech trap)'''


...5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 2C IAD jB...
''Corner Facing Out''


...5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5BB 2C IAD jB...
:'''2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C'''
:*Knockdown which leads to midscreen okizeme setups.
:*At some spacings you may need to walk backwards before doing 2C, input this as 1C to avoid misinputting 412C.


...{5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB 66C...
:'''2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C IAD jB land c5B jBC j66 j6C(tech trap)'''
:*Full corner to corner carry.


=== Combo Enders ===
=== Combo Enders ===
Routes on this page ending with "..." have various combo enders shown below based on positioning, available meter and desired okizeme options.


...66C 236A 9 j214C~4C...
...66C 236A 9 j214C~4C...
Line 84: Line 100:


==== 214*~4C Followups ====
==== 214*~4C Followups ====
Combos ending in 214*~4C often deal high damage but leave the opponent high in the air. Tech traps and okizeme may only be available with meter, this often means the opponent will be able to safely air recover.


...78 [djB j6C](tech trap)
...78 [djB j6C](tech trap)
Line 103: Line 121:
*The opponent can air recover after this.
*The opponent can air recover after this.
*Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236B/C must be input in the opposite direction.
*Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236B/C must be input in the opposite direction.
==== 214214B Followups ====
412*~2C (66)2A c5B 2C IAD jB...
412*~2C [buffer facing -> 236B] 2C IAD jB land c5B 2C IAD jB...
412*~5C(whiff) 5C(3-4) {412B/412C/214C}~5C


=== Blue IC ===
=== Blue IC ===


{j236A/j236B} BIC 5C(3-4) 412B~5C 5C(3-4) 412B~5C c5B 214C~5C c5B 214C~5C (5A) 66C....
Anywhere
 
'''{j236A/j236B} BIC 5C(3-4) 412B~5C 5C(3-4) 412B~5C c5B 214C~5C c5B 214C~5C (5A) 66C...'''


{j236A/j236B}(1) BIC {c5B/5C(7-9)} 214C~4C 66 66C...
'''{j236A/j236B}(1) BIC {c5B/5C(7-9)} 214C~4C 66 66C...'''
* BIC double proration optimisation, requires full BIC bar.
* BIC double proration optimisation, requires full BIC bar.
* 7 hits of 5C is optimal.
* 7 hits of 5C is optimal.
* 5B is much more stable midscreen.
* 5B is more stable midscreen.


Corner
Corner
Line 125: Line 153:
214A~4C jB BIC 214C~4C 66C...
214A~4C jB BIC 214C~4C 66C...


=== Misc. ===
=== Experimental Routes ===
 
623A(1-2) IC 662B(cross under) 5C 214C~5C...
 
{j236A/j236B}(1) IC 236B 2C IAD jB {5A/c5B} 2C IAD jB 66C...
 
{j236A/j236B}(1) IC 66C IABD 236B .. 2C IAD jB 66C...


2AA c5B {f5B/2B} 5C 236B 662B...
== Okizeme ==
*Only works while facing out the corner


...2ABC
=== From 2C ===
*Very tight link that only works with a perfectly spaced 662B


...623B(5) IC 2C IAD jB land c5B jBC j66 j6C(tech trap)
:'''7 j66 jC'''
*Full corner to corner carry


...623B(5) IC 2C 214214B(okizeme)
:'''9 jA djAC'''
*At some spacings you may need to walk backwards before doing 2C, input this as 1C to avoid misinputting 412C.


2ABC 236C .. 5A .. c5B 2C IAD jB...
:'''IAD jC'''
* Character specific timings


2AABC IC 662B 5A 2C IAD jB...
:'''214214B 66412B'''
* Character specific


Throw IC 66C 214B~C c5B 2C 412C~2C (2A) 2C jAAB (djB j6C tech trap)
:'''214214B {66A/662A}(whiff) 412C'''


623A(1-2) IC 662B(cross under) 5C 214C~5C...
:'''214214B 662B(whiff) 412A'''


{j236A/j236B}(1) IC 236B 2C IAD jB {5A/c5B} 2C IAD jB 66C...
:'''214214B 662B(whiff) 412A'''


{j236A/j236B}(1) IC 66C IABD 236B .. 2C IAD jB 66C...
=== Other ===


412C~236A FIC 412C~2C 2A...
:'''412C~236A FIC 412C~2C 2A...'''
*Very silly cross up


== Formatting Sandbox ==
== Formatting Sandbox ==

Revision as of 11:55, 10 June 2024

Combos

For Akane's combos it is especially important to consider which character your opponent is playing because her combo routes and timings can deviate dramatically between characters. In order to practice efficiently check the Player List, spectate matches, watch VODs and replays and interact with the community to discover which characters your opponents are likely to pick. In casual matches, if you have been training to fight a particular player's character don't be afraid to ask your opponent to switch or stick to that character.

Combos can also change depending on if you are Player 1 or 2 and/or in the left or right corner. Keep track of these variables when playing and practice each of these scenarios, particularly for any corner combos that utilise 214*~4C.

Spacing, timing and positioning will also influence your combo options, be prepared to adapt your combo routes on the fly.

No IC

Anywhere

2AA c5B {f5B/2B} 2C
  • Basic knockdown which leads to midscreen okizeme setups.

Corner Facing Out

2AA c5B {f5B/2B} 5C 236B 662B (2ABC)
  • 662B 2A is very tight character specific link that only works with a perfectly spaced 662B.

Red IC

Anywhere

{j236A/j236B} IC 66B(1) jB djB j66 jB j214C~4C...
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5B 214C~4C...
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 9 j214C~4C...
  • Closer to the corner you may need to jump 7 rather than 9.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 662B(whiff) 236236A
  • Variation of the above combo with swords okizeme when closer to the corner you may need to 44 rather than 662B.

Midscreen

2ABC 236C .. 5A .. c5B 2C IAD jB...
  • Timing is character specific.
2AABC IC 662B 5A 2C IAD jB...
  • Only works on a few characters.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB (c5B) jBC j66 j6C(tech trap)
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 66C...
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 2C IAD jB...
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5BB 2C IAD jB...
{j236A/j236B} IC {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB 66C...
  • Recommended for Ayu.

Corner

Throw IC 66C 214B~C c5B 2C 412C~2C (2A) 2C jAAB (djB j6C tech trap)

Corner Facing Out

2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C
  • Knockdown which leads to midscreen okizeme setups.
  • At some spacings you may need to walk backwards before doing 2C, input this as 1C to avoid misinputting 412C.
2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C IAD jB land c5B jBC j66 j6C(tech trap)
  • Full corner to corner carry.

Combo Enders

Routes on this page ending with "..." have various combo enders shown below based on positioning, available meter and desired okizeme options.

...66C 236A 9 j214C~4C...

  • High damage near corner ender.

...66C 7 jC(whiff) land jBC

  • jBC must be done low to prevent air recovery.
  • Leaves a small gap in the corner for left/right okizeme.

...66C 236A [-> 44] 236236A(tech trap)

  • Standard corner setup for left/right swords okizeme.
  • Does not steal the corner from Mai due to her wide collision box.
  • Kano and Mio wake up too slowly for the falling swords to hit, 236236B can be used instead.

...66C 236A 662B(whiff) [buffer facing -> 236236A(tech trap)]

  • Sword setup for near corner.
  • 662B can steal the corner to set up left/right swords okizeme.

...66C 236A 236236B [<- 6] 7 dj214C~4C

  • The opponent can air recover after this.

...66C 236A 236236C [<- 6] j6C djC [j236A IC](tech trap)

...66C 236A 236236C j6C djC j236C

  • The opponent can air recover after this.

...(c5B) jBC j66 j6C(tech trap)

...(c5B) jB j6C djBC [j236A IC](tech trap)

  • Corner only.
  • Should only be used with IC available because the opponent can air recover after getting hit by j236A without a combo.

214*~4C Followups

Combos ending in 214*~4C often deal high damage but leave the opponent high in the air. Tech traps and okizeme may only be available with meter, this often means the opponent will be able to safely air recover.

...78 [djB j6C](tech trap)

  • Corner tech trap.
  • Only works from low 214C~4Cs above ~60 power.
  • On hit combos into 214~4C.

...(jB) j6C (jB) dj6C

  • The opponent can air recover after this.
  • Mainly for eking out extra damage to kill or when no meter is available.
  • One or two jBs can be added in the corner if the height and power allows.
  • Player 2 Akane in the right-hand corner will steal the corner so must walk out of the corner before jumping. This extra walking time means that player 2 Akane will often be unable to do these followups.

...236236A(tech trap)

  • Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236A must be input in the opposite direction. This allows player 2 Akane to do left/right swords okizeme.

...236236B/C 7 dj8 j214C~4C

  • High damage meter dump.
  • The opponent can air recover after this.
  • Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236B/C must be input in the opposite direction.

214214B Followups

412*~2C (66)2A c5B 2C IAD jB...

412*~2C [buffer facing -> 236B] 2C IAD jB land c5B 2C IAD jB...

412*~5C(whiff) 5C(3-4) {412B/412C/214C}~5C

Blue IC

Anywhere

{j236A/j236B} BIC 5C(3-4) 412B~5C 5C(3-4) 412B~5C c5B 214C~5C c5B 214C~5C (5A) 66C...

{j236A/j236B}(1) BIC {c5B/5C(7-9)} 214C~4C 66 66C...

  • BIC double proration optimisation, requires full BIC bar.
  • 7 hits of 5C is optimal.
  • 5B is more stable midscreen.

Corner

2AA c5B {f5B/2B} 2C BIC 66C [{766/7966} jB 66C]x3...

2AA c5B {f5B/2B} 2C BIC 66C [214B~5C 66C]x3...

...IABD j214B~5C c5B 2C IAD jB 66C...

214A~4C jB BIC 214C~4C 236A 214C~C 5B 66C...

214A~4C jB BIC 214C~4C 66C...

Experimental Routes

623A(1-2) IC 662B(cross under) 5C 214C~5C...

{j236A/j236B}(1) IC 236B 2C IAD jB {5A/c5B} 2C IAD jB 66C...

{j236A/j236B}(1) IC 66C IABD 236B .. 2C IAD jB 66C...

Okizeme

From 2C

7 j66 jC
9 jA djAC
IAD jC
214214B 66412B
214214B {66A/662A}(whiff) 412C
214214B 662B(whiff) 412A
214214B 662B(whiff) 412A

Other

412C~236A FIC 412C~2C 2A...

Formatting Sandbox

Unindented

  • 2AA c5B 5C 6C (replay 1-1)
    • 2B is recommended at ranges where c5B would whiff
    • Sets up left/right okizeme
  • 2AA c5B 5C 6C (replay 1-1)
    • 2B is recommended at ranges where c5B would whiff
    • Sets up left/right okizeme

Indented

    • 2AA c5B 5C 6C (replay 1-1)
      • 2B is recommended at ranges where c5B would whiff
      • Sets up left/right okizeme
    • 2AA c5B 5C 6C (replay 1-1)
      • 2B is recommended at ranges where c5B would whiff
      • Sets up left/right okizeme

With custom links, looks awful and requires ids

  • a [show video example]
  • b

Separate lists, using divs to force a new list every time

  • 2AA c5B 5C 6C(replay 1-1)
    • 2B is recommended at ranges where c5B would whiff
    • Sets up left/right okizeme
  • 2AA c5B 5C 6C(replay 1-1)
    • 2B is recommended at ranges where c5B would whiff
    • Sets up left/right okizeme
  • 2AA c5B 5C 6C(replay 1-1)
    • 2B is recommended at ranges where c5B would whiff
    • Sets up left/right okizeme

Sadly this breaks when not in a list...

2AA c5B 5C 6C(replay 1-1)
  • 2B is recommended at ranges where c5B would whiff
  • Sets up left/right okizeme

Another idea, use an inline list to keep the collapse link left aligned on the same line

2AA c5B 5C 6C(replay 1-1)
2AA c5B 5C 6C(replay 1-1)
  • 2AA c5B 5C 6C(replay 1-1)
  • 2AA c5B 5C 6C(replay 1-1)
  • 2AA c5B 5C 6C(replay 1-1)

Seems to work well but maybe it's a bit too hacky?