Idol Showdown/Aki Rosenthal: Difference between revisions
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(→2H: Added MukiRose hitbox) |
(→5H: Added MukiRose data) |
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|image=ISD_Aki_5H.png | |image=ISD_Aki_5H.png | ||
|hitbox=ISD_Aki_5H_Hitbox.png | |hitbox=ISD_Aki_5H_Hitbox.png | ||
|hitboxCaption=frame 13<br> | |hitboxCaption=frame 13<br>Either hit is safe alone... | ||
|hitbox2=ISD_Aki_5H_Muki_Hitbox.png | |hitbox2=ISD_Aki_5H_Muki_Hitbox.png | ||
|hitboxCaption2=frame 25<br> | |hitboxCaption2=frame 25<br>...but they are unsafe together. | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
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|recovery=Total: 34 | |recovery=Total: 34 | ||
|advHit= | |advHit= | ||
|advBlock=-2 [-8] | |advBlock=-2 [-8] {+4} | ||
|description=Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.<br> | |description=Aki attacks with both palms outstretched and then summons MukiRose for a giant stomp that groundbounces.<br> | ||
*Values in [ ] denote the frame data of MukiRose's attack. | *Values in [ ] denote the frame data of MukiRose's attack. | ||
*Values in { } denote the frame data of MukiRose's attack if Aki whiffs. | |||
}} | }} | ||
}} | }} |
Revision as of 17:31, 18 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; overall Aki's best assist, gives her 3 way mix-ups/resets, very good for lockdown, defense, neutral, and gives her access to double super. Beam gives her high damage combos, oppressive roundstarts, and unblockables.
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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6M
Twin Tail Hook 6M Get over here Get over here
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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 Fist!
214L |
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214M
Muki Pound!
214M |
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214H
Muki Knock-Up!
214H |
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22L
Elven Flash 22L The mix starts here The mix starts here
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22M
Elven Flash (Vertical)
22M |
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22H
Elven Hyper Flash
22H |
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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)