Idol Showdown/Aki Rosenthal

From Mizuumi Wiki
Jump to navigation Jump to search
Last Updated to Version 1.0.0

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.


Playstyle
IS Aki Icon.png

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
  • Mobility: Aki has good mobility with her fast run and backdash, supported by her teleports with 22L/M/H and jS. She can both easily close distance and run away from her opponents.
  • Mix-Ups: Aki is able to set up a plethora of mix-ups and resets off of nearly any touch, either on hit or block. She can setup 50/50 high/lows, strike/throw setups, and formidable okizeme.
  • Zoning: Aki has good zoning options with 236L/M/H and 214M. These options allow Aki to safely fight from a distance.
  • Numerous Anti-Airs: Aki has several decent anti-air options to deal with opponents jumping at her in 2L, 5M, 2M, 2H, and situationally 3M. 5M is air unblockable, and 2H is jump cancellable.
  • Ridiculous Meter Economy: Aki builds both meters very quickly 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!
  • 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.
  • 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.

Recommended Collabs

  • IS Roboco Icon.png 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.
  • IS Marine Icon.png Marine - Teleport, off-collab, profit, can also act as a cheap combo breaker with her hug, can setup unblockables.
  • IS Mio Icon.png Mio - Recommended beginner assist choice, gives easy to convert from wallbounce combos and burst safe combos.


Moves

Standing Normals

5L
5L
ISD Aki 5L.png
ISD Aki 5L Hitbox.png
You read right, it's not a low.
You read right, it's not a low.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
20

Mid

6 2 12 -2 -

None

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

Toggle Hitboxes
Toggle Hitboxes
5M
5M
ISD Aki 5M.png
ISD Aki 5M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Mid

9 4 14 -7 -

None

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

Toggle Hitboxes
Toggle Hitboxes
5H
5H
ISD Aki 5H.png
ISD Aki 5H Hitbox.png
frame 13
Either hit is safe alone...
ISD Aki 5H Muki Hitbox.png
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
ISD Aki 2L.png
ISD Aki 2L Hitbox.png
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
ISD Aki 2M.png
ISD Aki 2M Hitbox First.png
frame 12
ISD Aki 2M Hitbox Last.png
frame 20
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75

Mid

12 8 19 -11 -

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.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
ISD Aki 2H.png
ISD Aki 2H Hitbox.png
frame 17
Don't whiff this...
ISD Aki 2H Muki Hitbox.png
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
ISD Aki 3H.png
ISD Aki 3H Hitbox.png
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
ISD Aki jL.png
ISD Aki jL Hitbox.png
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
ISD Aki jM.png
ISD Aki jM f13 Hitbox.png
Not an overhead
frame 13 (hit 1)
ISD Aki jM f21 Hitbox.png
frame 21 (hit 2)
ISD Aki jM f22 Hitbox.png
frame 22 (hit 2)
ISD Aki jM f29 Hitbox.png
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
ISD Aki jH.png
ISD Aki jH Hitbox.png
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
ISD Aki j2M.png
ISD Aki j2M Hitbox.png
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
ISD Aki 6M.png
ISD Aki 6M Hitbox.png
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
ISD Aki 2M.png
ISD Aki 3M Hitbox First.png
frame 16
ISD Aki 3M Hitbox Last.png
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
ISD Aki Grab.png
ISD Aki Grab Hitbox.png
ISD Aki Throw.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
140

Mid

7 2 14 N/A -

None

Toggle Hitboxes
Toggle Hitboxes

Overhead

Overhead
M+H
ISD Aki jL.png
ISD Aki Overhead Hitbox.png
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
ISD Aki 236X.png
Good Boy
Good Boy
ISD Aki 236X.png
Bad Boy
Bad Boy
ISD Aki 236X.png
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
ISD Aki 214X.png
Summons her own personal assist
Summons her own personal assist
Muki Fist!
214L
ISD Aki 214L Hitbox.png
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
ISD Aki 214M f30 Hitbox.png
frame 30
ISD Aki 214M f37 Hitbox.png
frame 37
ISD Aki 214M f39 Hitbox.png
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
ISD Aki 214H Hitbox Backfist.png
ISD Aki 214H Hitbox Uppercut1.png
ISD Aki 214H Hitbox Uppercut2.png
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
ISD Aki 22X.png
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.

Elven Flash
22[L]
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - Total: 24 - -

None

Aki will teleport behind the opponent with very low recovery. This teleport can be used as the cross-up option in her left-right teleport mix-ups. For some currently unknown reason, this move will corner steal in the left corner but not in the right corner. However, it will corner steal in the right corner if the opponent is walking backwards.

Elven Flash (Vertical)
22M
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - Total: 25 - -

None

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]
ISD Aki 22M f19 HitboxAlternate.png
frame 19
ISD Aki 22M f21 HitboxAlternate.png
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.

Toggle Hitboxes
Toggle Hitboxes
Elven Hyper Flash
22H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - Total: 25f - -

None

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.

Elven Hyper Flash
22[H]
ISD Aki 22H Hitbox 1Alternate.png
ISD Aki 22H Hitbox 2Alternate.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - 20 6 6 after landing - -

None

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
ISD Aki 22S.png
ISD Aki 22S Hitbox.png
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
ISD Aki 22X.png
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
ISD Aki 236S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
205

Mid

4 5 238 - -

None

  • 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.

Colors

Original Outfit
Cosplay 1 Natsuiro Matsuri (Hololive)
Cosplay 2 Himemori Luna (Hololive)
Cosplay 3 Roboco (Hololive)
Cosplay 4 Yozora Mel (Hololive)
Cosplay 5 Alternate 2D Outfit
Cosplay 6 Morrigan (Darkstalkers)

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