Eternal Fighter Zero/Akane Satomura: Difference between revisions
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|name=Rainy Spin <br> レイニースピン | |name=Rainy Spin <br> レイニースピン | ||
|input=623* | |input=623* | ||
|data=Akane spins into the air, extremely punishable on whiff or block without IC, and Akane is unactionable during the landing recovery or while falling down to the ground. | |data=Akane spins into the air, extremely punishable on whiff or block without IC, and Akane is unactionable ('''she can't even recoil counter''') during the landing recovery or while falling down to the ground. | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version=A | |version=A | ||
Line 610: | Line 610: | ||
|description=Akane skims a further distance along the ground and then spins into the air. Again, not a good approach.<br> | |description=Akane skims a further distance along the ground and then spins into the air. Again, not a good approach.<br> | ||
Somewhat useful as a reversal, since it's invincible on start-up and is deceptively hard to chase down.<br> | Somewhat useful as a reversal, since it's invincible on start-up and is deceptively hard to chase down.<br> | ||
However, the opponent can easily safe-jump the | However, the opponent can easily safe-jump/RG/block the move, leading Akane to fly full screen for a juicy anti-air punish with Akane unable to even recoil counter back.<br> | ||
Can sometimes be used in RG situations to escape, but 214*/412* are better at making distance at times. | Can sometimes be used in RG situations to escape, but 214*/412* are better at making distance at times. | ||
*IC'ing the 7th hit will launch the opponent while keeping Akane grounded. | *IC'ing the 7th hit will launch the opponent while keeping Akane grounded. |
Revision as of 17:06, 3 May 2024
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...
Akane was part of EFZ's original cast.
Stage: Rainy Field (雨の空き地)
BGM: A Tair
Character-Specific Notes
- Akane is assisted by her friend Shiiko in some of her attacks. Any move involving Shiiko cannot be used while she is already on-screen.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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j6C
Side Hammer
サイドハンマー j6C |
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
Enter Shiiko-san
詩子さん登場です 236* |
Akane calls her friend Shiiko to attack for her, similar to Captain Commando's assists in MVC2. Akane is unactionable until she removes her hand from her shoulder, which can leave her vulnerable. Shiiko cannot be called if she is already out and if hit will lie on the ground for a while before getting up and retreating. |
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623*
Rainy Spin
レイニースピン 623* |
Akane spins into the air, extremely punishable on whiff or block without IC, and Akane is unactionable (she can't even recoil counter) during the landing recovery or while falling down to the ground. |
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214*
Assault Leap
アサルトリープ (j)214* |
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412*
Trick Leap
トリックリープ (j)412* |
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j236*
Bad Waffle
バッドワッフル j236* |
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Eternity Specials
236236*
Rain of Tears
レインオブティア 236236* |
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214214*
Absolute Rejection Barrier
絶対拒否障壁 214214* |
Akane turns her back toward the opponent and summons a barrier that slowly moves forward. All versions cost 1 SP meter. Barriers do little damage but stun the opponent for a long time on hit. Barrier collision overlaps with barrier hitboxes. |
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641236*
Dempshiiko Roll
デンプ詩子ロール 641236* |
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Final Memory
FM
Unpleasant Hell Murder
嫌獄殺 AA6BC |
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Strategy
- Akane is an executionally demanding setplay oriented character with strong mixup options, especially with meter.
- Akane's combo damage is often quite low without utilising her advanced combos which are difficult and vary a lot depending on the opponent's character and screen position.
- Akane's longer range attacks have extended hurtboxes which are often beaten by more footsie based characters. This leads to Akane often playing a patient neutral utilising her assist, Shiiko, to control space.
Neutral
- Notable moves
- f5B - A decently ranged poke with low commitment.
- 2B - A fast low slide, it doesn't go as far as its dashing counterpart but is safer and good in RG battles. There is also a momentum glitch which gives this move a substantial speed and distance boost. This can be performed by pressing 3B in a single frame window (you can start from 6).
- 5C - Giant multi-hitting air unblockable drill. This move usefulness is very matchup dependant, some characters with small crouching hurtboxes like Ikumi, Mayu, Mio and Nayuki (Asleep) can crouch and even poke underneath this attack.
- 662B - Very fast long distance sliding low, great for punishing and making your opponent watch their toes.
- j6C - Amazing horizontal and upwards vertical reach, use this to defend your airspace. Unfortunately difficult to convert from unless near the corner.
- j5B - Akane's go to air to air move, it has the same startup as her j5A with less active frames but much better horizontal reach. Easy to convert from.
- Anti-airs
- 236A - It is important to consider screen position when using this move, when Akane is cornered the move hits much faster, when the opponent is cornered it will reach them extremely slowly. There are several ways this move can play out against a jump in. The most simple is opponent is hit by Shiiko, depending on their height and distance from Akane it may be possible to combo afterwards. The opponent can hit Akane and then gets hit by Shiiko, this is often the ideal scenario and gives the most opportunity to combo at the expense of some HP. The opponent can hit Shiiko knocking her out for a short time, depending on the attack this can give Akane time to jump up and punish (provided the attack didn't also hit Akane).
- 236B - The same rules and scenarios as 236A apply. This is slightly slower but does hit lower down where 236A would whiff, this is most useful against hoverdashes and instant airdashes.
- Airthrow - A solid anti-air option in EFZ, 2f startup after jumping and beats opponents trying to air RG your anti airs. Gives decent corner carry and time for non-super meter mixups.
- RG 5A/5B - This is a strong option select against mid sized air normals and empty mixups. 5A is small horizontally but very fast and has good vertical reach, 5B is almost as fast and trades some vertical reach for horizontal. By buffering the RG and pressing attack can you OS against empty mixups. This OS is defeated by multi-hitting or rapid cancelling attacks which will hit you out of your attack after RG (these kinds of attacks are usually quite small or high committal so are vulnerable to other anti-airs). The opponent is also able to counter RG your attack.
- RG 236A/236B - Similar to above but 236A hits higher to retaliate against larger attacks or double jump cancels. This can also beat out some multi-hitting attacks by allowing Akane to tank the hit for Shiiko to hit them.
- RG FM - If the opponent is close and low enough there is nothing they can do to stop this hitting unless they have an invincible air move.
- Reversals
- 623C - Invincible startup with low hitboxes but fast forward movement. With BIC this can be cancelled into pressure on block or into high damage on hit. Without BIC, on hit it does not lead to a knockdown or a guaranteed airtech trap and essentially resets to neutral. This needless to say, this move is extremely unsafe on whiff or block without BIC.
- 641236B (Level 2 Shiiko Super) - Invincible startup, reasonable damage on hit and can be FIC'd to make it safe even if the opponent doesn't block it. Unfortunately, this move does not possess good vertical reach and the opponent will often fall out of the super if they are hit by it in the air.
- FM - While this possesses no invincible frames, it does have a 1 frame startup so can challenge close up opponents moves that are not already active.
- Akane has some unique options in RG battles by using her assault leap or trick leap specials to bypass the movement restrictions that are usually imposed by RG.
Pressure
- Mixup options
- TK bad waffle (2369A) is a fast scary overhead that can beat low mash and converts into good damage with IC. 5A, 2A, c5B and 2B are all jump cancellable on block allowing for a fast TK waffle but be sure to watch for RGs. It is also possible to buffer a dashing TK bad waffle using 62369A to threaten overhead from a longer range.
- 662C is also another overhead that can beat some lows, it is slower and has a more obvious startup but can still catch people off guard. Notably 662C can be linked into 5A and converted from without IC or super meter.
- Akane's ground throw can be IC'd, with BIC in the corner this can lead to very good damage.
- 2A is Akane's fastest low, you may want to delay it sometimes to catch opponents trying to fuzzy your overhead. It has good range, frame advantage and active frames for a 2A.
- 2B is a slightly longer range low that is further down the cancel chain, make sure to use this to ensure your opponent keeps blocking low.
- If the opponent is blocking low midscreen and spaced correctly or just outside the corner you can attempt to cross up with IAD jAB 2B/662B or IAD jC 2B/662B.
- 5C is a good mixup tool if the opponent likes to RG a lot due to the lack of absolute guard in EFZ. The very fast multi-hit properties makes it is extremely difficult to RG and in the case that it is RG'd it is very difficult to challenge the followup hits. On hit, you can combo into 623B/C (IC) on reaction.
- Pressure resets
- 66A and 662A have a fast startup, forward movement, low recovery are plus on block so use them to stay close to your opponent and keep the threat of TK bad waffle. 66C is also plus on block but may not put you at as good spacing and has worse startup and recovery.
- 236B is an interesting reset option but as with anything Shiiko related it's effectiveness depends on your screen position. Providing the opponent is close enough to your corner this can be tight from 5C, 2C and 66C. On block this will give you frame advantage reset and often puts you at a spacing where 662B is plus on block. You can also dash, airdash or trick leap back in for more pressure or a mixup. On RG the opponent is locked in place but free to attack so be cautious when trying to reset and think about the best way to avoid or punish the button they may press.
- 236C can be used as a frametrap and pressure reset from longer ranges where your opponent may feel safer trying to jump out.
- 214 assault leap and 412 trick leap can be used to reset pressure. The 5C air sting divekick followup can be plus on block depending on spacing and timing but you need to be ready to IC or counter RG if they RG. On IC you can double jump, airdash, bad waffle or land 2A as a mixup. From assault leap you also can try to throw the opponent with 4C air carrier (which also grabs airborne opponents!) if they commit to trying to RG (or air RG) your 5C air sting divekick. You can use the 236 stun needle followup to bait and punish anti-airs, you can also FIC these needles to airdash in for a pressure reset or combo.
- 412* trick leap into the 2C pile masher followup can be used to crossup the opponent, is hard to anti-air and will often punish jumps. 2C pile masher can sometimes be plus on block depending on the height it is blocked from.
- 623B IC can also be used to reset pressure, especially after using a 662B that may be punishable or not spaced to be plus. It is multi-hit and moves forward so can provide some corner carry. You can IC any blocked hit and even IC it to end up in the air for an interesting mixup situation. Be careful of RGs because this move has a 10 frame startup and will often lose in an RG battle despite its special trade prevention invincibility frames. You may want to IC the move you are cancelling from or use 623A IC instead in these scenarios. 623C is the frame 1 invincible EX variant, but you will need BIC to IC this (or an almost fully red RF gauge so you generate enough RF meter to IC back while they block it).
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
- Replay pack: Mizuumi Akane Combos
No IC
Akane has a wide variety of ICless routes to get access to her strong okizeme with some being dead simple and others being weird or character-specific to squeeze out a little extra damage for each successful rep of okizeme. Her ICless routes usually require Akane to either be point blank, hit confirm a really fast button, or have particularly brutal timing while being character-specific. While hard, the situations come up often enough that you'll eventually be able to capitalize off them and you'll eventually have to force yourself to go for them to even up the damage disparity she has with other characters.
Midscreen
5ABB 2C... (oki)
- Your bread and butter. Off of a 2C you can IAD jC 2A left/right oki, bad waffle oki, et cetera.
See Okizeme section for more.
5ABB 2C 623B
- Stable, easy, has relatively good corner carry but lets the opponent tech out with you unable to act.
You can't be easily hit but it effectively returns you to neutral for minimal damage, only do this to kill.
5ABC 236B 662B 623B
- A very situational optimization to the above combo that you use when your back is against the wall.
Listed in the midscreen section as you can technically do it at midscreen at point-blank but it's not very practical, also it flows nicely from the last combo.
662B also only works on some characters, what characters? I dunno. Ask Fish.
2AB delay 2C jB 66 jB j214C 4C land j6C(tech trap)
- ICless corner carry route, go for a j6C tech trap (shown in the video) if out of meter and opt for a 236236A tech trap with meter.
Works on Mio, Shiori, Mai, Kaori, Akiko, and Kanna. Hard but possible on Kano, Ikumi, and Unknown.
5AB 2B (delay) 2C jC... (oki)
- Simple route to get a knockdown at midscreen with a bit more damage than just routing into 2C.
Works on Rumi, Mio, Doppel and Nayuki (Awake). - Alternatively, you can omit the 5B (losing out on damage) and do 5A 2B (delay) 2C jC for a knockdown against Mizuka, Rumi, Mio, Doppel, Nayuki (Awake), Mishio and Akiko.
Corner
2A 5B 2B delay 2C jAAB6C djBC j236A(whiff tech trap)
- Works on everyone except Akane, Mayu, Sayuri, Unknown and Mishio.
2AB delay 2C 9 jAAB6C djBC j236A(whiff tech trap)
- Works on Sayuri and Mishio (very hard) where the above combo doesn't.
2AB delay 2C jB 66 jB j214C 4C 236236A(whiff tech trap)
- 236236A is a particularly nasty tech trap, if they tech early or late they get by the swords and you get a projectile on their wake-up.
It lets you do all sorts of shenanigans at the cost of 1 bar.
Alternatively, if you have no meter, you can do ...4C land j6C dj6C for some extra damage but no okizeme.
Works on everyone except Makoto. Hard on Mizuka, Rumi, Ayu, Shiori, Misuzu, Doppel, Unknown and Nayuki (Awake).
2B delay 2C jB delay jA 5A 66C 236A [44 ->] 236236A(whiff tech trap)
- Building off the last route, with some awkward routing and timing, you can get a 66C ICless which means you can pull the opponent out of the corner for 236236A okizeme.
This lets you do left/right okizeme (by stealing the corner with [44 ->]) in the corner where you would normally only get a safe hi/lo.
214C~4C j6C 214C 4C j6C j6C
- If you get a raw Air Carrier, you can do this.
Damage isn't great and you don't get any real tech trap or oki, but it's something.
Red IC
Unlike most characters, Red IC doesn't open up Akane's routing much.
Some of the openings listed in the "No IC" section get easier, but on the whole IC is mainly used to convert off of Bad Waffle or to cancel 2C quickly enough for a 66C.
Instead, Akane is allowed to liberally use her RF for EX moves, such as 236C (Bike), 623C, or even 214*~236C.
While all of these are kind of gimmicky, 236C has staple use in combos.
Midscreen
2A 5BC 236C 5AB 2C 9 j6[6] jB 66B jB dj jB jC j236A(whiff tech trap)
- 5B 2C IAD jB (written here as 9 j6[6] because of the long air dash) is a staple of Akane's routing.
Getting this down pays dividends for Akane. If you're having trouble, make sure the jB is hitting right when the juggle meter is about to deplete.
2A 5BB 2C IC 662B 5A 2C 9 j6[6] jB 66C 236A [66 ->] 236236A(whiff tech trap)
- 662B variation of the above combo, allows you to get a 66C for 236236A oki thanks to not having to spend as much POWER on Bike.
Again, 662B only works on some characters.
Which ones? Ask Fish.
- 2369A(TK) IC 5B 2C IAD jB 5B 2C IAD jB 66B jB j6C jBjC j236A - 3251 damage
- 2369A(TK) IC 66B jB 66 jB 214C 4C j6C j6C - 2439 damage
- 2369A(TK) IC 66B jB 66 jB 214C 4C 236236A/B/C 214C 4C - 3k->4k+ damage
- 2369A(TK) IC 5B 2C IAD jB 5B 2C IAD jB 66C 236A 66 236236A - 3950 damage
- 2369A(TK) 5B 2C IAD jB 5B 2C IAD jB 66C 662A(whiff) 214214A jABC - 3500 damage
- 2369A(TK) IC 5C 412B 5C 5B 214C 5C 5A 66C 236A 66 236236A - 2439 damage
- 2369A(TK) IC 5C 412B 5C 5B B 2C IAD jB 66C 236A 66 236236A -2800 damage
Corner
- 5ABB 2C IC 66C 766 jB 5B jB j6C jB jC j236A - 3132 damage
- 5ABB 2C IC 66C 214B 5C 66A 66C 236A 44 236236A 412A 2C 2A 5B jB j6C jB jC - 2813-2833 damage
- jC 2B 2C IC 66C 744 j214B 5C 5B 2C IAD jB 66C 236A 44 236236A - 3500 damage
- 5ABB 2C IC 66C 412B(412A) 2C 2A 5B 2C 412C 2C 2A 5B jB j6C jB jC j236A - 3599 damage
- 2369A(TK) IC 66C 766 jB 66C 412B 2C 2A5B2C 412C 2C 2A5B jBj6C jBjC - 3601 damage
Blue IC
Midscreen
- 5AB 2C IC 66B jB 66 jB jB 66 jB 214C 4C 236236C 214C 4C - 5741 damage
- 5ABB 2C IC 662B 66A 66C 214C 5C j6C j6C j214C 4C 236236C - 6000 damage
- 662B is character-specific!
- Grab IC 5B 214C 5C 5B 214C 5C 5B 214C 5C 5A 66C 236A 66 236236C - 6239 damage
- Grab IC 66C 214B 5C 66 jB 66 jB j214C 4C 236236C j6C j214C 4C - 6153 damage
- Grab IC 66B IAD jB 66B jB 9jB 66 jB j214C 4C 236236C - 5731 damage
- Grab IC 66B IAD jB IAD jB 66B jB 66 jB j214C 4C 236236C - 5578 damage
- Grab IC 66B 214C 5C 5C 412B 5C 5B 214C 5C 5B 2C IAD jB 66C 236A 44 236236A - 4900 damage
Corner
- 5ABB 2C IC 66C 766 jB 66C 766jB 66C 44 66A 66C 236A 44 236236A - 4473 damage
- 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
- 5ABB 2C IC 66C 66A 66C 66A 66C 66A 66C 236236C 214C 4C - 6248 damage
- 5ABB 2C IC 66C 214B 5C 66C 214B 5C 66C 214B 5C 66C 236A 44 236236C 214C 4C - 6634 damage
- 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
- 236B 5C 623C IC jB j6C j214C 4C 236236A 236236A 236236A - 7600 damage
FM
- FM is cool.
FM is a hitgrab, you can use it to punish in some RG situations and just for style.
This section has a small collection of FM confirms, notation is listed in the video description.
Okizeme
- Meterless
- IAD jC land 2A, can land on either side for a left/right mixup with 2A depending on spacing and how long you hold the airdash. Delaying slightly can mixup high/low with jC and 2A but make sure you are spaced sufficently to hit jC in front.
- If spaced correctly (quite close so that the airdash is cancelled for turn around buttons) or just outside the corner you can attempt to cross up with IAD jAB 2B/662B or IAD jC 2B/662B.
- jumpback air IAD jC, safejump setup which can land on either side. jC can crossup here but it is quite difficult so make sure to practice.
- 669 jC, another safejump setup which can land on either side. jC can crossup here but it is quite difficult so make sure to practice. The advantage of this setup is that you still have a double jump and airdash available on block for further mixups.
- jump 9 jA double jump 9 jA fall down jC, yet another safejump setup which can land on either side. This one is quite hard for the opponent to see and is easier due to the speed of falling from a greater height.
- Remember from any safejump setup there is is option of timing it early for a low mixup or with respect empty low/throw/overhead.
- In the corner 236B Shiiko can be used for safe okizeme. You can block while she hits and are free to mix them up afterwards. You can also leave a tiny gap between the opponent and the corner by airdashing at them after a wallbounce, you can use this to make Shiiko hit crossup by using 412 trick leap and then the 5C divekick followup to pickup a combo.
- With IC
- If you end a corner combo with 236C and then push the opponent just outside the corner with 662B, the exhaust fumes of the scooter can be used to hide your left/right/high/low mixup
- IAD j236A or IAD j236B. By airdashing just behind the opponent and using bad waffle you can do a crossup high and combo or start pressure on block. The B version will be an uncrossup high since it moves backwards during the startup which can be very hard to block correctly. The low mixup is (jC startup) land 2A, the startup of jC looks somewhat like bad waffle which make it even harder to react to.
- 669 (IA jA whiff) j236*. Similar to above but you can choose to do the bad waffle from higher up which forfeits the low mixup potential for another left/right mixup depending on whether bad waffle has passed through them by the time they wakeup.
- late 669 jC (high up) j236A. This can be used to bait some reversals because they will whiff under the jC and on RG it is hard to counterpoke against bad waffle at that height.
- 214*~236* FIC 412*~2C. A very silly experimental crossup mixup with stun needles and trick leap. You must FIC and trick leap as fast as possible to get the crossup. On hit the 2C pile masher followup will allow you to pickup an OTG combo afterwards.
- With Super Meter
- From 2C 214214B midscreen setup. Its important to make know the spacing of the B barrier so it will meaty their wakeup and not to cancel from 2C too early or it might combo. You can threaten a left right mixup with trick leap and on hit pickup a combo afterwards.
- From 236236* corner setup. You can use 412A~2C and mixup the timing for a left/right mixups. On hit you can OTG pickup with 2A 66C 236A 44 236236 to go straight into this same setup again. You can also IAD as an alternative left/right mixup option more choice of mixups if they guess correctly.
- 641236C level 3 Shiiko is unblockable and you can punish any reversals depending on the setup. The typical setup from a corner combo is: 66C 641236C backwards hit 66A which puts them into the corner to be meatied by the unblockable. Just setting up 641236C from any closeup knockdown (like a dropped combo) and then meatying with 1A c5B 5C 623B is also an option to keep the opponent stuck in the unblockable. This is not unescapeable or safe from all reversals though so be sure to check your opponents meter and be ready to bait.
Win Quotes
Japanese | English |
---|---|
私に… |
Please... |
髪の毛… |
My hair... |
詩子… |
Shiiko... |
お終いです |
It's over. |
(To Ayu) |
(To Ayu) |
(To Mai) |
(To Mai) |
(To Mio) |
(To Mio) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Akane) |
(To Akane) |
Colors
In-game References
External References
- Akane's ability to shapeshift her hair for fighting is a reference to Millia Rage from the Guilty Gear series.
- The A version of Akane's "Shiiko-san Appears" move is based on the light version of Captain Commando's "Captain Strike" in the Marvel vs Capcom series.
- Akane's j236* and its name "Bad Waffle" are based on Millia Rage's "Bad Moon" special, from the Guilty Gear series.
- Akane's 623* is based on Sol Badguy's "Grand Viper", from the Guilty Gear series.
- Akane's 214* is based on Akuma's "Hyakki Shuu" in the Street Fighter III series.
- Akane's 214*~5C is based on Akuma's "Hyakki Goujin" in the Street Fighter III series.
- Akane's 214*~236* is based on Anji Mito's "Shin: Ichisiki" attack in the Guilty Gear XX series.
- Akane's 412*~2C is based on Anakaris' "Seinaru Bohi" command normal in the Darkstalkers series.
- Akane's 236236* is based on War Machine's "War Destroyer" in the Marvel vs Capcom series.
- Akane's 214214* is based on Urien's "Aegis Reflector" in the Street Fighter III series.
- Akane's Final Memory is based on Akuma's "Shun Goku Satsu" from the Street Fighter series.
ONE References
- Akane's stage is the raining field she frequently visits in ONE.