Idol Showdown/Aki Rosenthal: Difference between revisions
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m (→Special Attacks: Added names for teleports) |
(→Special Attacks: Reformatted 214X specials, added to 214H description, added hitbox pictures for several specials) |
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====== <font style="visibility:hidden" size="0">214L</font> ====== | ====== <font style="visibility:hidden" size="0">214L</font> ====== | ||
{{MoveData | |||
|name=Muki Specials | |||
|input=214L/M/H | |||
|image=ISD_Aki_214X.png | |||
|caption=Summons her own personal assist | |||
|data= | |||
{{MoveData | {{MoveData | ||
|name=Muki Fist! | |name=Muki Fist! | ||
|input=214L | |input=214L | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage=90 | |||
|guard=Mid | |||
|startup=18 | |||
|active=3 | |||
|recovery=10 | |||
|advHit=+2 | |||
|advBlock=-3 | |||
|description=Aki summons MukiRose to perform a fast, decently ranged gut punch. This move has slightly more range than 2M and is a solid blockstring and hit-confirm tool for her pokes. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Muki Pound! | |name=Muki Pound! | ||
|input=214M | |input=214M | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage=100 | |||
|guard=Mid | |||
|startup=~30 | |||
|active=~11 | |||
|recovery=Total: 18 | |||
|advHit=+33 | |||
|advBlock=+29 | |||
|description=Aki summons MukiRose to perform a dive kick from the sky. Extremely early into the summon animation (but not frame 1), MukiRose's attack will be guaranteed. Thus, he will come out even if Aki is hit and can function as a combo breaker. However, he tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will often avoid this attack. Aki's summon animation is very fast, so she can teleport while MukiRose performs his attack. | |||
Aki summons MukiRose to perform a dive kick from the sky. Extremely early into the summon animation (but not frame 1), MukiRose's attack will be guaranteed. Thus, he will come out even if Aki is hit and can function as a combo breaker. However, he tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will often avoid this attack. Aki's summon animation is very fast, so she can teleport while MukiRose performs his attack. | |||
* Using [[#22L|Elven Flash]] after this move will leave her at +5 on block (+9 on hit) after the teleport on both same side and crossup. | * Using [[#22L|Elven Flash]] after this move will leave her at +5 on block (+9 on hit) after the teleport on both same side and crossup. | ||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Muki Knock-Up! | |name=Muki Knock-Up! | ||
|input=214H | |input=214H | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage=80, 100 | |||
|guard=Mid, Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|description=Aki summons MukiRose to perform a spinning backhand into an uppercut. Extremely early into the summon animation (but not frame 1), MukiRose's attack will be guaranteed. This allows the move to function somewhat as a pseudo-reversal, as even if Aki is hit he will come out and can function as a combo breaker. The startup of MukiRose's first attack (backfist) is actually slightly affected by Aki's distance from the opponent. It will come out up to 2 frames later the further away Aki is from her opponent. The second attack (uppercut) whiffs on crouchers if the first hit doesn't connect. These attributes of the two strikes make this move somewhat unreliable in fully connecting with the opponent. | |||
}} | |||
}} | }} | ||
}} | }} |
Revision as of 18:28, 22 May 2023
Half-Elf From Another World - Magical Pressure From Afar
Introduction
Aki graces the stage with her otherworldly space control and evasive movement. She can summon the all-mighty MukiRose to assist her in battle.
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Pick if you like | Avoid if you dislike |
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Recommended Collabs
Roboco - Hidden Missiles; gives her 3 way mix-ups/resets, very good for lockdown, and gives her access to double super. Beam gives her high damage combos, oppressive roundstarts, and hard-to-blockables.
Marine - Teleport, off-collab, profit, can also act as a cheap combo breaker with her hug, can setup unblockables.
Mio - Recommended beginner assist choice, gives easy to convert from wallbounce combos and burst safe combos.
Normal Moves
Standing Normals
5L
5L You read right, it's not a low. You read right, it's not a low.
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Toggle Hitboxes Toggle Hitboxes
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5M
5M
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Toggle Hitboxes Toggle Hitboxes
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5H
5H frame 13 Either hit is safe alone... frame 25
...but they are unsafe together. |
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2L
2L Don't try to hit slides with this. Don't try to hit slides with this.
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Toggle Hitboxes Toggle Hitboxes
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2M
2M frame 12 frame 20
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Toggle Hitboxes Toggle Hitboxes
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2H
2H frame 17 Don't whiff this... frame 25
...or you'll probably whiff this. |
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Toggle Hitboxes Toggle Hitboxes
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3H
3H
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.L
j.L
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Toggle Hitboxes Toggle Hitboxes
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j.M
j.M Not an overhead frame 13 (hit 1) frame 21 (hit 2) frame 22 (hit 2) frame 29 (hit 3)
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Toggle Hitboxes Toggle Hitboxes
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j.H
j.H
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
j.2M
Aki-Drill j.2M Don't press this. Don't press this.
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Toggle Hitboxes Toggle Hitboxes
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6M
Twin Tail Hook 6M Get over here Get over here
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Toggle Hitboxes Toggle Hitboxes
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3M
Aki-Chopper 3M frame 16 frame 19
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Throw
Throw
L+M |
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Toggle Hitboxes Toggle Hitboxes
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Overhead
Overhead M+H Same animation as jL. Wait, why is this hitbox more disjointed than jL? Same animation as jL.
Wait, why is this hitbox more disjointed than jL? |
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Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236L/M/H
Good Boy 236L/M/H Good Boy Good Boy Bad Boy Bad Boy Hey Baby! Hey Baby!
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214L
Muki Specials 214L/M/H Summons her own personal assist Summons her own personal assist
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22L
Elven Flash 22L/M/H The mix starts here The mix starts here
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22S
Hypnotic Hips
22S |
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Toggle Hitboxes Toggle Hitboxes
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j.S
Going Down
j.S |
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Super Star Attack
Bottoms Up!
236S |
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one. For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary. | |
#X | Input writted with numpad notation for the direction/motion input followed by the action. |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked to Y, meaning Y is done after X's recovery frames. |
X~Y | This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling". |
[X] | Input X is held down. |
{X} | Input is partially charged (as in, not tapped but not held to full charge either). |
(X) | Input X is optional. Typically, the combo will be easier without this input. |
X/Y | Choose between input X or input Y. |
#jc | Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo. |
j.X | Jumping input X. X should be input while airborne. |
dl.X | Delayed input X. There will be some delay before inputting X. |
CH X | Counterhit with input X. This is used for combo starters that require counterhit confirm. |
OTG X | Input X while the opponent is knocked down but still able to be hit. |
X(n) | Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding. |
scc | Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special. |
General
Mid-screen
Corner
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.
External Resources
Colors
Original Outfit
Cosplay 1
Natsuiro Matsuri (Hololive)
Natsuiro Matsuri (Hololive)
Cosplay 2
Himemori Luna (Hololive)
Himemori Luna (Hololive)
Cosplay 3
Roboco (Hololive)
Roboco (Hololive)
Cosplay 4
Yozora Mel (Hololive)
Yozora Mel (Hololive)
Cosplay 5
Alternate 2D Outfit
Alternate 2D Outfit
Cosplay 6
Morrigan (Darkstalkers)
Morrigan (Darkstalkers)