Idol Showdown/Aki Rosenthal: Difference between revisions

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Revision as of 05:02, 8 May 2023

IS Aki Profile.jpg

IS Aki Logo.png

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.

Normal Moves

Standing Normals

5L
5L
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

Aki stomps the ground near her. Surprisingly not a low.

5M
5M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

Aki waves above her heard with one of her twintails. Decent anti-air

5H
5H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid, Mid

- - - - -

None

Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.

Crouching Normals

2L
2L
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

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.

2M
2M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

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.

2H
2H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Low, Mid

- - - - -

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 crouchers.

3H
3H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Low

- - - - -

None

Sweep

Jumping Normals

j.L
j.L
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

High

- - - - -

None

Can hit crouchers as an instant overhead while rising.

j.M
j.M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid, Mid, Mid

- - - - -

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.

j.H
j.H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

High

- - - - -

None

Aki performs an axe kick. Causes a hard knockdown on air hit.

Command Normals

j.2M
Aki-Drill
j.2M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

Dive kick. Causes a techable knockdown on air hit.

6M
Twin Tail Hook
6M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

Aki spins with her twintails for a decently ranged attack that vacuums the opponent on hit or block.

3M
Aki-Chopper
3M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

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.

Universal Mechanics

Throw
Throw
L+M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

Overhead
Overhead
M+H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

High

- - - - -

None

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 -

Mid

- - - - -

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.

  • Using Hypnotic Hips causes the next projectile to home in on the opponent.
236M -

Mid

- - - - -

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.

  • Using Hypnotic Hips causes the next projectile to home in on the opponent.
236H -

Mid, Mid

- - - - -

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 Fist!
214L
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - Mid - - - -

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.

214M
Muki Pound!
214M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

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.

214H
Muki Knock-Up!
214H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

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.

22L
Elven Flash
22L
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

22M
Elven Flash (Vertical)
22M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • 22M - 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.
  • 22[M] - 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.
22H
Elven Hyper Flash
22H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

None

  • 22H - Aki will teleport high above and behind the opponent with very low recovery that leaves her actionable in the air. However, if she is further than about 3/4 of the screen away, then she will only teleport into the air a short distance in front of herself. For some currently unknown reason, this move will corner steal in the right corner but not in the left corner (OPPOSITE of 22L). However, it will corner steal in the left corner if the opponent is walking backwards.
  • 22[H] - 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.
22S
Hypnotic Hips
22S
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

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.

j.S
Going Down
j.S
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - - - -

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.

Super Star Attack

Bottoms Up!
236S
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

Mid

- - - - -

None

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.

Combos

General

Mid-screen

Corner

Matchups

Vs. Ayame
Matchup advice goes here.

External Resources

Colors

Original Outfit
Cosplay 1
Cosplay 2
Cosplay 3
Cosplay 4
Cosplay 5
Cosplay 6

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres