Aki graces the stage with her otherworldly space control and evasive movement. She can summon the all-mighty MukiRose to assist her in battle.
Playstyle
Aki is a hybrid zoner and mixup character who utilizes the all-mighty MukiRose and teleports to get the drop on her opponents.
Pick if you like
Avoid if you dislike
Anti-Air Game: Aki has several good anti-air options to deal with opponents jumping at her in 2L, 5M, 2M, 2H, and situationally 3M. On top of being fast and air unblockable, her 5M has frame 1 head invulnerability that lasts through the move's active frames. Her 2H is also jump cancellable.
Good Meter Economy: Aki builds both meters decently well with her heavy special usage, but she does not use Superchat Cancels or Star Specials very often. This leads to her often having a surplus of meter that can be used for assists and her Super Star Attack, Bottoms Up!
Ranged Meterless Conversions: With the vacuum on 6M and the ability to extend combos OTG with 214M, Aki can confirm into full combos from the edge of her pokes without spending resources.
Dubious Abare: Most of Aki's normals either have limited range, start up slower than average, or are easily low-profiled. This makes mashing out of pressure and punishing certain options very difficult for her.
Fake Zoning: Aki's zoning options do not fulfil their roles as zoning tools very well, as they are either too slow, lack pushback, or can just be dash blocked with no real risk, which lets most opponents rush her down with ease.
Weak Reversal Options: Aki has no Star Special or Idol Move reversals, none of her teleports are frame 1 invulnerable, and her only true reversal option, 236S, has terrible range.
Bad Pressure: Aki's L normals have terrible range and her 5L has 70% starter proration. In addition, she has no DP-safe blockstrings starting from those light normals. Almost every normal both is unsafe enough on block for a DP to punish and has low enough blockstun that gatlings are not gapless.
Lacks Mix: On top of her lack of pressure, she lacks real mix or okizeme as her teleports can just be mashed at before she can even block from them, and moves that she could use for okizeme such as 214M don't give her consistent mix.
Dysfunctional Tools: Many of Aki's moves such as 5L, j.2M, 236H, and more, serve little to no purpose and leaves her with only a fraction of usable moves, making her predictable.
Limited Uses for Meter: Aki builds both meters fairly well, but her specials are not very suited for Superchat Cancels, and her Star Specials are fairly mediocre for their cost. 236H is somewhat low reward, 22H has the same startup, recovery, and general vulnerability as her other specials, 22[H] has few reasons to be used over 22[M], and 214H is very inconsistent in properly connecting with the opponent. As a result, most of her meter is used for assists and her Super Star Attack, Bottoms Up!
Low Health: At 950 HP, Aki is rather fragile and has less health than everyone in the game except Ayame.
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.
Stats
HP: 950 Backdash: 22F (1~15F Grab Invuln) Movement Speed:Average
Aki stomps the ground near her. Surprisingly not a low.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50
Mid
9
4
14
-7
-
(1~12) Head
Aki waves above her heard with one of her twintails. Decent speed anti-air with head invuln that is air unblockable.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
frame 13 Either hit is safe alone...
frame 25 ...but they are unsafe together.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
20, 110
Mid, Mid
13[25]
2(10)3
Total: 34
-2 [-8] {+4}
-
None
Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.
Values in [ ] denote the frame data of MukiRose's attack.
Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2L
2L
Don't try to hit slides with this.
Don't try to hit slides with this.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
Mid
6
3
10
-3
-
None
Aki attacks above her head with her hands. This move does not have much range and will whiff on some low-profiles, but it is a decent anti-air.
Toggle Hitboxes
Toggle Hitboxes
2M
2M
frame 12
frame 20
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
75
Mid
12
8
19
-11
-
(8~12) Head
Aki flips one of her twintails for a decently ranged attack that is jump cancellable. This move is a decent anti-air, but it will whiff on some low-profiles.
Toggle Hitboxes
Toggle Hitboxes
2H
2H
frame 17 Don't whiff this...
frame 25 ...or you'll probably whiff this.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25, 115
Low, Mid
17 [25]
3(5)5
Total: 35
-7 [+2] {+5}
-
None
Aki hits the ground near her with her hand and then summons MukiRose for a giant kick that wallbounces. MukiRose's kick whiffs on crouching opponents and even some standing opponents.
Values in [ ] denote the frame data of MukiRose's attack.
Values in { } denote the frame data of MukiRose's attack if Aki whiffs.
Toggle Hitboxes
Toggle Hitboxes
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55
Low
12
6
17
-11
-
None
Sweep
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
6
2 after landing
-
-
None
Can hit crouchers as an instant overhead while rising.
Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
Not an overhead
frame 13 (hit 1)
frame 21 (hit 2)
frame 22 (hit 2)
frame 29 (hit 3)
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30*3
Mid, Mid, Mid
13
4(4)4(4)4
3 after landing
-
-
None
Aki stabs in front of herself with her twintails three times. Longest-ranged of her air normals with a good number of active frames. Great for keeping the opponent out and will also hit crouchers, although it is not an overhead.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
High
16
4
4 after landing
-
-
None
Aki performs an axe kick. Causes a hard knockdown on air hit.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
j.2M
Aki-Drill j.2M
Don't press this.
Don't press this.
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
13
50
15 after landing
+1 at lowest height
+4 at lowest height
None
Dive kick. Causes a techable knockdown on air hit. Usually unsafe, even on hit.
Toggle Hitboxes
Toggle Hitboxes
6M
Twin Tail Hook 6M
Get over here
Get over here
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
11
4
17
-8
-
None
Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.
Toggle Hitboxes
Toggle Hitboxes
3M
Aki-Chopper 3M
frame 16
frame 19
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
75
Mid
16
4
23
-11
-
None
Aki flips one of her twintails for a long-ranged, jump cancellable attack that visually looks very similar to 2M. However, it has a large deadzone in front of Aki and only actually hits at a very specific range. This move can also anti-air at that range, but it's not a hitbox for the entire rising portion of the animation.
Toggle Hitboxes
Toggle Hitboxes
Throw
Throw L+M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
140
-
7
2
14
N/A
-
None
Grab
Toggle Hitboxes
Toggle Hitboxes
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?
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
26
3
19
+1
-
(6~35) Grab
Toggle Hitboxes
Toggle Hitboxes
Special Attacks
236L/M/H
Good Boy 236L/M/H
Good Boy
Good Boy
Bad Boy
Bad Boy
Hey Baby!
Hey Baby!
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
236L
60
Mid
-
-
Total: 35
-
-
None
Aki produces a light beam projectile that starts high and then travels downwards. This projectile will hit grounded opponents further away but will actually whiff against crouching opponents somewhat close to Aki and against grounded opponents directly in front of her. Use 236M or 236H to hit in those instances. This move has a very fast animation, so Aki can make great use of it for zoning and counter-zoning, as she can often perform the attack and then block as the light beam goes to punish her opponent.
Using Hypnotic Hips causes the next projectile to home in on the opponent.
236M
60
Mid
-
-
Total: 36
-
-
None
Aki produces a light beam projectile that starts low and then travels upwards. This projectile will hit jumping opponents further away. It will also hit grounded opponents in front of Aki from point blank to most of the screen away but will start whiffing against crouching opponents around half-screen. Use 236L or 236H to hit in those instances. If you want to use a fireball in a blockstring, this will probably be the one you want to use as 236L is liable to whiff. This move has a very fast animation, so Aki can make great use of it for zoning and counter-zoning, as she can often perform the attack and then block as the light beam goes to punish her opponent.
Using Hypnotic Hips causes the next projectile to home in on the opponent.
236H
60, 60
Mid, Mid
-
-
Total: 33
-
-
None
Produces both 236L and 236M light beams in quick succession, making the move difficult to crouch under or jump over.
Using Hypnotic Hips causes both projectiles to home in on the opponent if 236H is the next fireball move that is used.
214L
Muki Specials 214L/M/H
Summons her own personal assist
Summons her own personal assist
Muki Fist! 214L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Mid
18
3
10
-3
+2
None
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.
Toggle Hitboxes
Toggle Hitboxes
Muki Pound! 214M
frame 30
frame 37
frame 39
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
Mid
~30
~11
Total: 18
+29
+33
None
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 Elven Flash after this move will leave her at +5 on block (+9 on hit) after the teleport on both same side and crossup.
Toggle Hitboxes
Toggle Hitboxes
Muki Knock-Up! 214H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
80, 100
Mid, Mid
18-20
4(16)2
-
-
-
None
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.
Toggle Hitboxes
Toggle Hitboxes
22L
Elven Flash 22L/M/H
The mix starts here
The mix starts here
Elven Flash 22L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
Total: 24
-
-
None
Aki will teleport a set distance forwards with very low recovery. If she is close to the opponent, she will cross them up. However, at most ranges further than that, this teleport can be used as the same-side option in her left-right teleport mix-ups.
Aki will teleport high above and in front of the opponent with very low recovery that leaves her actionable in the air. In mix-up setups, this teleport can be used to bait out and punish certain mash and jump out attempts.
Elven Flash (Vertical) 22[M]
frame 19
frame 21
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
19
5
6 after landing
-
-
None
Aki will teleport directly above and in front of the opponent and perform a quick kick that causes a techable knockdown on air hit before entering recovery that lasts until she lands. This teleport can be used to catch the opponent off-guard, especially to close out a round, but it is quite unsafe on block and is even punishable on grounded hit. This variant sees use mostly in Aki's infamous re-stand loops.
Aki will teleport directly above and behind the opponent and perform a quick kick that causes a techable knockdown on air hit before entering recovery that lasts until she lands. This teleport can be used to catch the opponent off-guard, especially to close out a round, but it is quite unsafe on block and is even punishable on grounded hit. This teleport will consistently corner steal.
Toggle Hitboxes
Toggle Hitboxes
22S
Hypnotic Hips 22S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
Total: 85
-
-
None
Aki performs a belly dance that powers up her next 236L/M/H so that the light beams created home in on the opponent.
Toggle Hitboxes
Toggle Hitboxes
j.S
Going Down j.S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
Total: 30
-
-
None
Aki will teleport down from the air to the ground with very low recovery. This is the only attack that she can cancel her air normals into. There is no minimum height for this teleport, so Aki can tiger knee it to perform a grounded 'fake-out' teleport that doesn't go anywhere. This is very useful as the same-side option in her left-right teleport mix-ups at close distances where 22L will always cross up. This move is also extremely useful for getting out of the air back down to the ground without having to protect yourself with an air normal that would project a hurtbox.
Super Star Attack
Bottoms Up! 236S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
205
Mid
4
5
238
-
-
(1~30) Full
Minimum damage: 106
Aki's only frame 1 invincible reversal, she waves her hand up with her drink to perform a short-ranged attack that initiates a bombardment of attacks from a wave of Rosetai and MukiRose on the opponent if it hits. If it is blocked or whiffs, Aki will perform a very long drinking animation that is extremely punishable.