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
Aki is a zoner who utilizes the all-mighty MukiRose and her teleports to get the drop on her opponents.
Pick if you like
Avoid if you dislike
Anti-Airs: Aki has a plethora of good anti-air options to deal with opponents jumping at her in 2L, 5M, 2M, 2H, and situationally 3M. On top of being fast and air unblockable, her 5M has frame 1 head invulnerability that lasts through the move's active frames. Her 2H is also jump cancellable.
Outzoning: 22S makes Aki’s projectiles cover the entire screen, and since they have low recovery and don’t go away on hit, it can be quite hard for people to fight her with their own projectiles. Alongside her 3M and 214M, she trivializes matchups against other zoners.
Good Meter Build: Aki builds both meters decently well with her heavy special usage. This leads to her often having a surplus of meter that can be used for her strong assist setups.
Ranged Meterless Conversions: With the vacuum on 6M and the ability to extend combos OTG with 214M, Aki can confirm into full combos from the edge of her pokes without spending resources.
Assist Variety: Works well with almost every assist, many of which open up new options or accentuates her strengths.
Belly Dancing
Hard to Execute Gameplan: Aki's zoning options without her 22S buff aren't that strong and can be dash blocked with little risk, and she has a notable deadzone in her attacks once her opponents are within 2/5ths of the screen on her. Her mix and okizeme are also lacking and require proper conditioning or assist coverage, as her teleports can be mashed against before she is able to block.
Dubious Defense: Aki has a hard time mashing out of pressure and punishing certain options due to her 2L and 5L both coming out on frame 6 and having very short range. Her only invincible reversal option, 236S, has short range and an extremely long recovery if it doesn't hit. She also only has 950 health, leaving little room for error.
Poor Pressure: Almost all of her normals are unsafe enough on block for a DP to punish or has low enough blockstun that their gatlings are not gapless. The only way she can not get mashed against at the end of her blockstrings is to use the jump cancel from 2H to back away, which is still punishable with some anti-airs if the opponent is expecting it.
Limited Uses for Meter: Aki builds both meters fairly well, but her specials are not very suited for Superchat Cancels, and her Star Specials are fairly mediocre for their cost. As a result, most of her meter is used for assists.
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.
Kanata - Gives her unblockable setups. Off-Collab can be used for zoning to chip opponents out.
Moona - Fast teleport 50/50 for huge damage with 214M follow-up. Off-Collab has niche zoning applications.
Stats
HP: 950 Backdash: 21F (1~5F Full Invuln) (1~15F Grab Invuln) Movement Speed:Average
Aki stomps the ground near her. Surprisingly not a low.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
Frame 1 head invuln
Frame 1 head invuln
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50
Mid
9
4
14
-7
-
(1~12) Head
Aki waves above her heard with one of her twintails. Decent speed anti-air with head invuln that is air unblockable.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
frame 13 Either hit is safe alone...
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.
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Toggle Hitboxes
Crouching Normals
2L
2L
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
frame 12
frame 20
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
75
Mid
12
8
19
-11
-
(8~12) Head
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
frame 17 Don't whiff this...
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. When kara cancelled into throw or UOH, MukiRose's attack will still come out.
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
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
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
frame 13 (hit 1)
frame 21 (hit 2)
frame 22 (hit 2)
frame 29 (hit 3)
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30x3
High, High, High
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.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
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. Will restand the opponent if they are low enough to the ground, allowing for combo pick-ups.
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Toggle Hitboxes
Command Normals
j.2M
Aki-Drill Air Only+
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. If you wanna get counterhit on hit this is the move for you.
Toggle Hitboxes
Toggle Hitboxes
6M
Twin Tail Hook +
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 +
frame 16
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, special 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.
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Toggle Hitboxes
Throw
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
140
-
7
2
21
N/A
-
None
Total Frames: 29
Aki's universal grab.
Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
Overhead +
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
Universal overhead.
Toggle Hitboxes
Toggle Hitboxes
Special Attacks
236L/M/H
Good Boy +//
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
60
Mid
-
-
Total: 35
-
-
None
Grants 2 superchats on use
Does not disappear if Aki is hit
Has a projectile durability of 1x1
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 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 projectile to home in on the opponent.
236M
60
Mid
-
-
Total: 36
-
-
None
Grants 2 superchats on use
Does not disappear if Aki is hit
Has a projectile durability of 1x1
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 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 projectile to home in on the opponent.
236H
60, 60
Mid, Mid
-
-
Total: 33
-
-
None
Grants 2 superchats on use
Projectiles do not disappear if Aki is hit
Each projectile has a projectile durability of 1x1
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.
214L
Muki Specials +//
Summons her own personal assist
Summons her own personal assist
Muki Fist! 214L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Mid
18
3
10
-3
+2
None
Grants 3 superchats on use
Disappears if Aki is hit
Aki summons MukiRose to perform a fast, decently ranged gut punch. This move has slightly more range than 2M and is a solid hit-confirm tool for her pokes.
Toggle Hitboxes
Toggle Hitboxes
Muki Pound! 214M
frame 30
frame 37
frame 39
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
Mid
~30
~11
Total: 18
+29
+33
None
Grants 3 superchats on use
Disappears if Aki is hit
Aki summons MukiRose to perform a dive kick from the sky. He tracks to where the opponent was when she started the summon animation, so any horizontal movement from the opponent will avoid this attack. This also has a hitbox behind her on activation for reasons.
Toggle Hitboxes
Toggle Hitboxes
Muki Knock-Up! 214H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
80, 100
Mid, Mid
18-20
4(16)2
-
-
-
None
Grants 5 superchats on use
Disappears if Aki is hit
Aki summons MukiRose to perform a spinning backhand into an uppercut. 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 all crouchers except for Coco. These attributes of the two strikes make this move somewhat unreliable in fully connecting with the opponent.
Toggle Hitboxes
Toggle Hitboxes
22L
Elven Flash +//
The mix starts here
The mix starts here
Elven Flash 22L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
24
-
-
None
Grants 1 superchat on use
Aki will teleport a set distance forwards with 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.
Aki will teleport high above and in front of the opponent with a 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]
frame 19
frame 21
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
-
19
5
Until Landing + 6
-
-
None
Grants 1 superchat on use
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 re-stand loops.
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.
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Toggle Hitboxes
22S
Hypnotic Hips +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
44
-
-
None
Grants 5 superchats on use
Aki performs a belly dance that powers up her 236X specials for 5 seconds so that the light beams created home in on the opponent. This can be used in combos, notably after the Muki hits of 2H with wallbounce and 5H.
Toggle Hitboxes
Toggle Hitboxes
j.S
Going Down Air Only
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
-
-
34
-
-
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.
When used as soon as possible off the ground while holding forward or back, it will cause both versions of 22M and 22H to drift towards the direction that was held after use. It will not drift if she leaves the ground after doing it, be it by herself or from an opponent's attack.
Super Star Attack
Bottoms Up! +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
205 (19, 8x12, 90, 0)
Mid
4
5
230
-
-
(1~5) Full
Minimum damage: 93
Grants 5 superchats on use
Loses to grabs
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.