Idol Showdown/Aki Rosenthal
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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.
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
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5M
5M
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
j.2M
Aki-Drill
j.2M |
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6M
Twin Tail Hook
6M |
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3M
Aki-Chopper
3M |
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236L/M/H
Good Boy
236L/M/H |
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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/M/H |
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22S
Hypnotic Hips
22S |
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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)