Eternal Fighter Zero/Akane Satomura: Difference between revisions

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Akane's hair forms a drill around her feet and drills straight down. This move will knock down the opponent if it connects. This attack can be used for ridiculous crossup oki. Be careful not to use the wrong Trick leap, though.
Akane's hair forms a drill around her feet and drills straight down. This move will knock down the opponent if it connects. Has ground bounce properties which allow OTG combo followups once the opponent touches the floor.
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Revision as of 16:26, 21 December 2019

Satomura Akane

Introduction

Satomura Akane (里村 茜) is the Millia of EFZ, both in how she plays and how she looks. While she has low damage, her mixup game is extremely strong as in addition to Millia’s tools, she received Urien’s Aegis Reflector and Akuma’s Demon Flip. She is also a threat in the neutral game, being able to use Captain Commando style assists to control space. Her limits are mostly linked to the player’s execution, as the timings of her various setups and combos are extremely tight and character specific.

Akane is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a classmate of Kouhei. When it rains, one will always find Akane at the grassy field, looking as if she was waiting for someone. She is very quiet to the point where you could say she isolates herself from others. During ONE, Kouhei learns the reason for Akane's melancholy, which is connected to his own fate...

Stage: Rainy Field (雨の空き地)

BGM: A Tair

Character-Specific Notes

  • Akane is able to air jump once, and air dash/backstep once.
  • A few of Akane's moves call forth her friend Shiko to the battle. If Shiko is already on-screen, Akane will not be able to use any Shiko-centric moves until Shiko is off-screen again.

Normal Moves

The notation for the movelists can be found under Controls.

The normal move data table can be found under Akane Satomura/Move Data.

Standing

5A
5A
Akane5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 - - Ground, any 4 1 6 +3 +2 -

Akane does a quick slap to the opponent's face. Has very short range compared to most characters. Almost impossible to link two 5As together. Using the 2A would be safer.

c5B
c5B
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
360※ - - Ground, any 5 7 6 +1 +1 -

Akane tosses her hair forward into the opponent. ※ 1~2F = 360, 3~4F = 350, 5~7F = 300

f5B
f5B
Akanef5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground, any 7 5 11 +0 -2 -

Akane's hair forms into a blade and stabs directly forward.

5C
5C
Akane5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
80x9 - - Ground, any 10 9 17 -3~+5 -5~+3 -

Akane's hair forms into a large drill in front of her and spins. Since this move hits multiple times and cannot be guarded normally in the air, it can be an effective move against opponents jumping in.

Crouching

2A
2A
Akane2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
170 - - Low 5 5 2 +3 +2 -

Akane does a small kick at the opponent's feet.

2B
2B
Akane2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
370 - - Low 6 10 11 -5 -7 -

Akane slides forward feet first as a kick. As this attack moves you closer to the enemy, it has some uses for tick throwing.

2C
2C
Akane2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 - - Ground, any 9 2 25 -6 -

Akane extends her head out almost touching the ground and back again, allowing her hair to cut a wide arc in front of her. This move will knock down the opponent if it connects. It's a good combo starter if you have the meter to IC. Otherwise, you can set up some oki tricks off a non IC'd hit.

Jumping

j5A
j5A
Akanej5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 - - High/Air 6 10 2 -

Akane does short diagonal kick that extends more down than forward.

j5B
j5B
Akanej5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
380 - - High/Air 6 3 15 -

Akane spins in midair, causing her hair to extend out a good distance horizontally.

j5C
j5C
Akanej5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air 11 9 Until landing -

Akane's hair forms into a large hammer, which she then swings down hard. This move will cause the opponent to shoot towards the ground on hit and should only be used for ending an air combo.

j6C
j6C
Akanej6c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 - - High/Air 8 6 19 -

Akane's hair forms into a large hammer, which she then swings forward with good horizontal range.

Dashing

66A
66A
Akane66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - Ground, any 7 1 5 +4 +3 -

Akane does a quick slap to the opponent's face.

66B
66B
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
150x3 - - Ground, any 7 10 11 -5~+1 -7~-1 -

Akane tosses her hair forward into the opponent. Two trailing shadows repeat the motion.

66C
66C
Akane66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 - - Ground, any 8 2 16 +5 +3 -

Akane puts all of her body into a two-handed shove. This move causes wallbounce when used on airborne opponents. This property makes this move one of Akane's most useful normal moves to use during combos.

662A
662A
Akane662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - Low 6 6 1 +3 +2 -

Akane does a small kick at the opponent's feet.

662B
662B
Akane662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
370 - - Low 6 14 8 -4 -6 -

Akane slides forward feet first as a kick.

662C
662C
Akane662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 - - High/Air 26 5 12 +6 +4 -

Akane does a short running hop, turns her hair into a large hammer, and swings down hard. Because of the long startup time for this move, it is really only useful as an overhead attack on a waking opponent.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Akane GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1000 - - None 5 1 - - - -

Akane grabs the opponent with both hands and then shoves them away. The second hit can be IC'd for a followup combo.

Close j6C
Air Grab
Close j6C
EFZ Akane AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 + 1200 - - None 2 1 - - - -

Akane grabs the opponent and throws them over her shoulder once she reaches the floor.

Special Moves

The notation for the movelists can be found under Controls.

The special move data table can be found under Akane Satomura/Move Data.

Specials

236*
Enter Shiiko-san
236*
Akane236a.png
236A
236A
Akane236b.png
236B
236B
Akane236c.png
236C
236C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 650 - - Any 2 Until off screen -

Shiiko appears from offscreen behind Akane, and twirls across the upper half of the screen.

B 500 - - Any - 2 - -

Shiiko runs from offscreen behind Akane to where the opponent was when the move was performed, and throws a punch.

C 800 - - Any 11 Until off screen - - - -

Shiiko appears from offscreen behind the opponent riding a scooter, and drives across the screen.

623*
Rainy Spin
623*
Akane623a.png
623A
623A
Akane623bc.png
623B/C
623B/C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 400 + 70x6 - - Any 5 2 + 2x6 69 - - -

Akane spins into the air. Unfortunately doesn't make for a very good antiair. Extremely punishable on whiff or block without IC. Very fast startup which can be buffered during RG. Can be IC'd from any of the hits. Akane remains grounded for the first hit which can allow combos with 412C~C if this hit trades. Can be used as a grounded launcher if the first hit (or second if buffered) is IC'd which can give Akane enough time to switch sides with 662B.

B 100x4 + 250 + 100x4 - - Any 10 2x4 + 2 + 2x4 64 - - -

Akane skims along the ground and then spins into the air. Extremely punishable on whiff or block without IC. Fully invincible frames 10-13 preventing the initial hit from trading. Can be IC'd from any of the hits, but ICing the launching hit (5th hit) will launch the opponent while keeping Akane grounded.

C 100x6 + 400 + 100x6 - - Any 10 2x6 + 2 + 2x6 73 - - -

Akane skims a further distance along the ground and then spins into the air. Extremely punishable on whiff or block without IC but some characters may struggle to chase. Fully invincible frames 1-13 making it an effective reversal against grounded opponents. Can be IC'd from any of the hits, but ICing the launching hit (7th hit) will launch the opponent while keeping Akane grounded.

214*
Assault Leap
(j)214*
Akane214,412.png
214*
214*
Akaneempty214.png
214*~Empty followup
214*~Empty followup
Akane214--4c.png
214*~4C
214*~4C
Akane214--5c.png
214*~5C
214*~5C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
214* - - -

Akane somersaults into the air. After a short time she can choose to cancel into any of followups below.

  • A: Akane leaps slightly forward.
  • B: Akane leaps slightly backwards.
  • C: Akane leaps forwards.
Empty 214
Sliding
500 - - Low 6 10 15 -5 -

Akane lands and does a sliding kick similar to 2B that launches on hit. This followup does not occur on 214B.

214*~4C
Air Carrier
1000 - - Grab 4 1 -

From Assault Leap only.

During Akane's Assault Leap, Akane stops somersaulting and reaches out with her hand. On connecting, the opponent is first airthrown, and then launched into the air. This move requires strict timing. Once the move is performed, Akane's hand must reach the opponent within about half a second, otherwise the move becomes harmless and can be easily punished. This move can set up for high damage combos in the corner, though it's difficult to follow up out of corner.

214*~236*
Stun Needle
200x3 - - Any 13 Until off screen -

Akane throws 3 fast hair needles forward and slightly down at the opponent. The direction of the input always remains the same even when crossing behind the opponent. If the C version needles are blocked, they will bounce up into the air and fall down on the opponent. The angle of the needles is exceptional for playing a good keepaway game, and can be used to punish various long range setups. Using various heights can be effective in confusing a player, too.

214*~5C
Air Sting
400 - - Any 5 Until landing -

Akane abruptly divekicks downwards at a steep angle. Auto-corrects to face towards the opponent except when used after Trick Leap.

412*
Trick Leap
(j)412*
Akane214,412.png
412*
412*
Akane412--2c.png
412*~2C
412*~2C
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
412* - - - - - - - - - -

Akane quickly leaps a certain distance forward in the air, and drops straight down.

  • A: Akane leaps a short distance forward.
  • B: Akane leaps a medium distance forward.
  • C: Akane leaps a long distance forward.

You can also use the 5C and 236* followups from Assault Leap with this move.

412*~2C
Pile Masher
250x3 - - Any 10 Until landing -

From Trick Leap only.

Akane's hair forms a drill around her feet and drills straight down. This move will knock down the opponent if it connects. Has ground bounce properties which allow OTG combo followups once the opponent touches the floor.

j236*
Bad Waffle
j236*
Akanej236.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 250xN - - High/Air 18 Until landing 16 - - -

Akane's hair transforms into a giant waffle surrounding Akane, and spins diagonally down-forward until reaching the ground. TK this (2369A) when close to your opponent for a fast overhead that will avoid many low attacks.

B 250xN - - High/Air 19 Until landing 16 - - -

Similar to above, except with a different angle - goes back a bit before going down. Airdash or jump over a knocked down opponent and use this for an ambiguous left/right overhead.

C 140xN - - High/Air 13 Until landing 16 - - -

Similar to the B version. Fully invincible until the first active frame. The hits tick much faster resulting in higher overall damage if not cancelled.

Eternity Specials

236236*
Rain of Tears
236236*
Akane236236p2.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 80x16 + 150/200/250x16 - - Any 21-24 Until offscreen, Until landing - - - -
B 80x24 + 150/200/250x24 - - Any 13-16 Until offscreen, Until landing - - - -
C 80x33 + 150/200/250x33 - - Any 5-8 Until offscreen, Until landing - - - -

Akane launches several hair swords straight up off screen. A moment later, the swords fall aimed at the opponent. There are three different random angles of falling sword which have increasing damage and chip correlating to how steep the sword falls. The opponent can be hit by both the launched swords going up and the falling swords coming down. The number of swords that fall is directly related to the number of swords Akane launches. If Akane is interrupted by an opponent during the move and only launches 5 swords, only 5 swords will fall. In the corner, this attack can easily be comboed after a 214 4C or a 66C wallbounce. It is usually used for tech trap okizeme setups or just for damage. Don't use this randomly because it is easily punished by throws, the throw invincibility keeps the opponent safe from falling swords.

214214*
Absolute Rejection Barrier
214214*
214214A
214214A
214214B
214214B
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 500 - - Any 19 120 - -12 -

Akane turns her back toward the opponent as a light-blue barrier appears a short distance in front of Akane.

B 500 - - Any 19 120 - -12 -

The barrier appears a medium distance in front of Akane. Metered midscreen oki option when used with trick leap.

C 500 - - Any 19 120 - -12 -

The barrier appears a short distance above Akane.

641236*
Dempshiiko Roll
641236*
Akane641236a.png
641236A
641236A
Akane641236b.png
641236B
641236B
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 130x8 + 1600 - - Any 10 2x8 + 2 - - +14 -

Shiiko jumps in front of Akane with boxing gloves and performs a Dempsey Roll boxing technique, ending with an uppercut. Can FIC any time after Shiiko arrives until before the final hit.

B 150x14 + 1500 - - Any 9 1x14 + 2 - +12 -

Shiiko jumps in front of Akane with boxing gloves and hits the opponent by moving her head in a figure-eight pattern (part of the Dempsey Roll boxing technique). Shiikoko then finishes the move with an uppercut. Can FIC any time after Shiiko arrives until before the final hit.

C 3500 - - None - Until off screen - -

Shiiko jumps in front of Akane with boxing gloves and moves her head in a figure-eight pattern (part of the Dempsey Roll boxing technique) in the background. After a few seconds, Shiiko launches herself straight up and slightly forward to do a powerful and unblockable frog uppercut. In this version, Akane is able to move after Shiko starts moving her head. This time should be used to keep the opponent in the exit path of Shiiko's uppercut.

Final Memory

AA6BC
Unpleasant Hell Murder
AA6BC
AkaneFM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
4500 - - None 1 50 0 -

Akane, with one leg raised and bent, slowly slides forward. On connecting, the screen turns black for a few seconds, and then Akane is seen looking away from the downed opponent. If this move drains the last of the opponent's hit points, the kanji for "Unpleasant" (嫌) appears in the background. Even though this move is unblockable, Akane can still be hit out of it very easily.

Strategy, Tactics, and Combos

Combos

Non-IC


5ABB 2C 623B - 1947 damage(rep2-1)

5ABC 236B 662B 623B - 2188 damage(rep2-2)

214C 4C j6C 214C 4C j6C j6C - 2700 damage(rep2-3)


Red-IC


Midscreen :

5AB 2C 236C A 5B 2C IAD jB 66B jB j6C jB jC j236A - 3412 damage(rep2-4)

2369A(TK) IC 5B 2C IAD jB 5B 2C IAD jB 66B jB j6C jBjC j236A - 3251 damage(rep2-5)

2369A(TK) IC 66B jB 66 jB 214C 4C j6C j6C - 2439 damage(rep2-6)

2369A(TK) IC 66B jB 66 jB 214C 4C 236236A/B/C 214C 4C - 3k->4k+ damage(rep2-7)

2369A(TK) IC 5B 2C IAD jB 5B 2C IAD jB 66C 236A 66 236236A - 3950 damage(rep2-8)

2369A(TK) 5B 2C IAD jB 5B 2C IAD jB 66C 662A(whiff) 214214A jABC - 3500 damage(rep2-9)

2369A(TK) IC 5C 412B 5C 5B 214C 5C 5A 66C 236A 66 236236A - 2439 damage(rep3-1)

2369A(TK) IC 5C 412B 5C 5B B 2C IAD jB 66C 236A 66 236236A -2800 damage(rep3-2)


Corner :

5ABB 2C IC 66C 766 jB 5B jB j6C jB jC j236A - 3132 damage(rep3-3)

5ABB 2C IC 66C 214B 5C 66A 66C 236A 44 236236A 412A 2C 2A 5B jB j6C jB jC - 2813-2833 damage(rep3-4)

jC 2B 2C IC 66C 744 j214B 5C 5B 2C IAD jB 66C 236A 44 236236A - 3500 damage(rep3-5)

5ABB 2C IC 66C 412B(412A) 2C 2A 5B 2C 412C 2C 2A 5B jB j6C jB jC j236A - 3599 damage(rep3-6)

2369A(TK) IC 66C 766 jB 66C 412B 2C 2A5B2C 412C 2C 2A5B jBj6C jBjC - 3601 damage(rep3-7)


Blue-IC


Midscreen :

5AB 2C IC 66B jB 66 jB jB 66 jB 214C 4C 236236C 214C 4C - 5741 damage(rep3-8)

5ABB 2C IC 662B 66A 66C 214C 5C j6C j6C j214C 4C 236236C - 6000 damage(rep3-9)

Grab IC 5B 214C 5C 5B 214C 5C 5B 214C 5C 5A 66C 236A 66 236236C - 6239 damage(rep4-1)

Grab IC 66C 214B 5C 66 jB 66 jB j214C 4C 236236C j6C j214C 4C - 6153 damage(rep4-2)

Grab IC 66B IAD jB 66B jB 9jB 66 jB j214C 4C 236236C - 5731 damage(rep4-3)

Grab IC 66B IAD jB IAD jB 66B jB 66 jB j214C 4C 236236C - 5578 damage(rep4-4)

Grab IC 66B 214C 5C 5C 412B 5C 5B 214C 5C 5B 2C IAD jB 66C 236A 44 236236A - 4900 damage(rep4-5)


Corner :

5ABB 2C IC 66C 766 jB 66C 766jB 66C 44 66A 66C 236A 44 236236A - 4473 damage(rep4-6)

5ABB 2C IC 66C 766 jB 66C 766 jB 66C 412B 2C 2A 5B 2C 412C 2C 2A 5B jB j6C jB jC j236A - 5535 damage(rep4-7)

5ABB 2C IC 66C 66A 66C 66A 66C 66A 66C 236236C 214C 4C - 6248 damage(rep4-8)

5ABB 2C IC 66C 214B 5C 66C 214B 5C 66C 214B 5C 66C 236A 44 236236C 214C 4C - 6634 damage(rep4-9)

5ABB 2C IC 66C 766 jB 66C 641236C 66A 66B jB j6C jB jC 214B (land) 236B 66C jB j6C jB j6C 214C - 6746 damage(rep5-1)

236B 5C 623C IC jB j6C j214C 4C 236236A 236236A 236236A - 7600 damage(rep5-2)


Combos into FM


5ABB 2C IC 662B FM - (rep5-3)

5AB 2C IC 6 5B 2C 412C 2C 5A FM - (rep5-4)

Corner:

Grab FM / Grab IC FM 5ABB 2C IC 66C FM (rep5-5)


Note:

  • 662B doesnt work on everyone !
  • The combo with 236C (rep2-4) only works at midscreen!
  • For 5B 2C IAD jB its an important combo chain of Akane so you should practice it ! Choose Mio/Misaki/Ayu for dummy its easier to hit them with it. The right height for it to work is around Akane's skirt.


Replay :Download here


Situational Combos - 2C IC-less Pickups

From deep jump-ins or starters very close to the opponent, it can be possible to perform extended combos without using IC by jump cancelling 2C.


Corner

j.C/5A(A)/2A(A) 2B delay 2C jAAB6C djBC j236A - 2562 damage from a 2A starter (IC the j236A tech trap for another combo)

Works on everyone except Akane, Mayu and Unknown.

Hard on Mio (the second jA sometimes drops with very close 2Cs) and Mishio.


2A 5B 2B delay 2C jAAB6C djBC j236A - 2739 damage (IC the j236A tech trap for another combo)

Works on everyone except Akane, Mayu, Sayuri, Unknown and Mishio.


(j.C/5A/2A) 2B delay 2C jB 66 jB j214C 4C ({j6C dj6C} or {236236X etc.}) 2414 damage from 2A starter (2715 or 2985 with j6C(s))

Works on everyone except Makoto.

Hard on Mizuka, Rumi, Ayu, Shiori, Misuzu, Doppel, Unknown and Nayuki (Awake).


IC-less swords setup

j.C/5A/2A 2B delay 2C jAA delay jA(A) 5a delay 66c 236A 44 236236A

Unfortunately too hard to be practical.


Midscreen

5A/2A 2B delay 2C jB 66 jB j214C 4C (j6C (dj6C)) - 2414 damage from a 2A starter (2715 or 2985 with j6C(s)) (no good tech trap except swords in the corner)

Works on Mio, Shiori, Mai, Kaori, Akiko and Kanna.

Hard but possible on Kano, Ikumi and Unknown.


5A/2A 5B 2B delay 2C jC - 1833 damage from a 2A starter

Works on Rumi, Mio, Doppel and Nayuki (Awake).


5A/2A 2B delay 2C jC - 1580 damage from a 2A starter

Works on Mizuka, Rumi, Mio, Doppel, Nayuki (Awake), Mishio and Akiko.

Win Quotes

Japanese English

私に…
構わないで下さい…

Please...
Don't bother with me...

髪の毛…
少しほど乱れて
しまいました…

My hair...
I'm sorry it was so unruly...

詩子…
学校の方は
大丈夫なんですか?

Shiko...
Is the school all right?

お終いです
分かったらすぐに
帰って下さい…

It's over.
If you understand that, please go home...

(To Ayu)
たい焼きも良いです
でもワッフルは
もっと良いです…

お店…
今度紹介しますよ

(To Ayu)
Taiyaki is good, but waffles are much better...

Next time...
I'll introduce you to a shop.

(To Mai)
不本意ですが
二対二なら
結果に問題は
ないはずです…

(To Mai)
I was a bit reluctant, but if it's 2-on-2, then there's no doubt as to what the result will be...

(To Mio)
演劇の練習も
意外に大変な
物なんですね…

(To Mio)
To suddenly have to study for a play is tough, isn't it?

(To UNKNOWN)
永遠なんて…
私には必要
有りません…

消えてください…

全てをここで
終わらせます

(To UNKNOWN)
Something like eternity...
I don't need it...

Please vanish...

It can all end here.

(To Akane)
私を狂わせでもする気ですか?
意味の無い幻は消えてください…

(To Akane)
You may displace me, but can you feel?
Illusion without meaning; go away please...

Colors

EFZ-akane-colors.png

In-game References

External References

  • The shapeshifting hair that Akane uses in many of her attacks is a reference to Millia Rage's hair, from the Guilty Gear series.
  • The A version of Akane's "Shiko-san Appears" move is based on one of Captain Commando's "Captain Strike" moves, from Marvel vs Capcom 2.
  • Akane's "Bad Waffle" move is based on Millia Rage's "Bad Moon" move, from the Guilty Gear series.
  • Akane's "Rainy Spin" move is based on Sol Badguy's "Grand Viper" move, from the Guilty Gear series.
  • Akane's "Assault Leap" and "Trick Leap" moves are based on Akuma's "Hyakki Shuu" move, from Street Fighter 3: 3rd Strike.
  • Akane's "Air Sting" move is based on Akuma's "Hyakki Goujin" move, from Street Fighter 3: 3rd Strike.
  • Akane's "Stun Needle" move is based on Millia Rage's "Silent Force" attack, from the Guilty Gear series.
  • Akane's "Rain of Tears" move is based on War Machine's "War Destroyer" move, from the Marvel vs Capcom series.
  • Akane's "Unpleasant Hell Murder" move is based on Akuma's "Shun Goku Satsu" move, from Street Fighter 3: 3rd Strike.

ONE References

  • The raining field in the background is the one where Akane frequently visits during the game.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
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