User:Fishshapedfish

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Revision as of 17:48, 11 June 2024 by Fishshapedfish (talk | contribs) (More Akane combo notes)
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Combos

When performing Akane's combos it is especially important to consider which character your opponent is playing because her combo routes and timings can deviate dramatically between characters. In order to practice efficiently check the Player List, spectate matches, watch replays and interact with the community to discover which characters your opponents are likely to pick. In casual matches, if you have been training to fight a particular player's character don't be afraid to ask your opponent to switch or stick to that character.

Combos can also change if you are Player 1 or 2 and/or in the left or right corner. Keep track of these variables when playing and practice each of these scenarios, particularly for any corner combos that utilise 214*~4C.

Spacing, timing and positioning will also influence your combo options, be prepared to adapt your combo routes on the fly.

No IC

Anywhere

2AA c5B {f5B/2B} 2C
  • Basic knockdown which leads to midscreen okizeme setups.

Corner

Throw FM

Corner Facing Out

2AA c5B {f5B/2B} 5C 236B 662B ({2ABC/623B})
  • 662B 2A is very tight character specific link that only works with a perfectly spaced 662B.
  • 623B can be used to eke out extra damage but the opponent can air recover after this.

Red IC

Anywhere

{j236A/j236B} IC 66B(1) jB djB j66 jB j214C~4C...
  • Basic juggle that works on all characters.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5B 214C~4C...
  • Air Sting loop that works on most characters.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 9 j214C~4C...
  • Closer to the corner you may need to jump 7 rather than 9.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 662B(whiff) 236236A
  • Variation of the above combo with swords okizeme when closer to the corner you may need to 44 rather than 662B.
623A(1-2) IC 662B(cross under) 5C 214C~5C...
  • Situational sideswap, can be used after a close 662B or crossup Air Sting to corner the opponent.
Throw IC FM

Midscreen

2ABC 236C .. 5A .. c5B 2C IAD jB...
  • Timing is character specific.
2AABC IC 662B 5A 2C IAD jB...
  • Only works on a few characters.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 66C...
  • Air Sting and c5B need to hit at the exact height demonstrated, if you can tell that the height is not correct then you should fall back to an Air Sting loop.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB (c5B) jBC j66 j6C(tech trap)
  • Use this when further out from the corner where 66C wouldn't wallbounce.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 2C IAD jB...
  • Character specific double 2C IAD extension.
  • Very difficult to get a 66C ender after this due to limited juggle time.
{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5BB 2C IAD jB...
  • Variation with Air Sting to adjust height.
{j236A/j236B} IC {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB 66C...
  • More damaging than Air Sting combos but can be extremely difficult on some characters. :*Highly recommended to use on Ayu and Mai because it is much easier than usual and the other routes often drop.
{j236A/j236B}(1) IC 236B 2C IAD jB {5A/c5B} 2C IAD jB 66C...
  • Experimental Shiiko route, needs more testing.
  • Only works midscreen due to 236B travel time.

Corner

2AA c5B {f5B/2B} 2C IC 66C {766/7966} jB 66C...
2AA c5B {f5B/2B} 2C IC .. 66C .. 214B~5C 5A 66C...
  • Delay 66C to wallbounce as low as possible.
Throw IC 66C 214B~C c5B 2C 412C~2C (2A) 2C jAAB (djB j6C tech trap)
{j236A/j236B}(1) IC 66C [{766/7966} jB 66C]x2...
{j236A/j236B}(1) IC [.. 66C .. 214B~5C]x2 5A 66C...
  • Delay 66C to wallbounce as low as possible.
{j236A/j236B}(1) IC 66C IABD 236B .. 2C IAD jB 66C...
  • Experimental Shiiko route, needs more testing.

Corner Facing Out

2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C
  • Knockdown which leads to midscreen okizeme setups.
  • At some spacings you may need to walk backwards before doing 2C, input this as 1C to avoid misinputting 412C.
2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C IAD jB land c5B jBC j66 j6C(tech trap)
  • Full corner to corner carry.

Blue IC

Anywhere

{j236A/j236B} BIC 5C(3-4) 412B~5C 5C(3-4) 412B~5C c5B 214C~5C c5B 214C~5C (5A) 66C...
{j236A/j236B}(1) BIC {c5B/5C(7-9)} 214C~4C 66 66C...
  • BIC double proration optimisation, requires full BIC bar.
  • 7 hits of 5C is optimal.
  • 5B is more stable midscreen.

Corner

2AA c5B {f5B/2B} 2C BIC 66C [{766/7966} jB 66C]x3...
2AA c5B {f5B/2B} 2C BIC 66C [214B~5C 66C]x3 IABD j214B~5C c5B 2C IAD jB 66C...
214A~4C jB BIC 214C~4C 236A 214C~C 5B 66C...
214A~4C jB BIC 214C~4C 66C...

Combo Enders

Routes on this page ending with "..." have various combo enders shown below based on positioning, available meter and desired okizeme options.

Anywhere

...(c5B) jBC j66 j6C(tech trap)

Near Corner

...66C 236A 9 j214C~4C...
  • High damage near corner ender.
  • Closer to the corner you may need to jump 7 rather than 9.
...66C 7 jC(whiff) land jBC
  • jBC must be done low to prevent air recovery.
  • Leaves a small gap in the corner for left/right okizeme.
...66C 236A 662B(whiff) [buffer facing -> 236236A(tech trap)]
  • Sword setup for near corner.
  • 662B can steal the corner to set up left/right swords okizeme.

Corner

...(c5B) jB j6C djBC [j236A IC](tech trap)
  • Should only be used with IC available because the opponent can air recover after getting hit by j236A without a combo.
...66C 236A [-> 44] 236236A(tech trap)
  • Standard corner setup for left/right swords okizeme.
  • Does not steal the corner from Mai due to her wide collision box.
  • Kano and Mio wake up too slowly for the falling swords to hit, 236236B can be used instead.
...66C 236A 236236B [<- 6] 7 dj214C~4C
  • The opponent can air recover after this.
...66C 236A 236236C [<- 6] j6C djC [j236A IC](tech trap)
...66C 236A 236236C j6C djC j236C
  • The opponent can air recover after this.

214*~4C Followups

Combos ending in 214*~4C often deal high damage but leave the opponent high in the air. Tech traps and okizeme may only be available with meter, this often means the opponent will be able to safely air recover.
...78 [djB j6C](tech trap)
  • Corner tech trap.
  • Only works from low 214C~4Cs above ~60 power.
  • On hit combos into 214~4C.
...(jB) j6C (jB) dj6C
  • The opponent can air recover after this.
  • Mainly for eking out extra damage to kill or when no meter is available.
  • One or two jBs can be added in the corner if the height and power allows.
  • Player 2 Akane in the right-hand corner will steal the corner so must walk out of the corner before jumping. This extra walking time means that player 2 Akane will often be unable to do these followups.
...236236A(tech trap)
  • Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236A must be input in the opposite direction. This allows player 2 Akane to do left/right swords okizeme.
...236236B/C 7 dj8 j214C~4C
  • High damage meter dump.
  • The opponent can air recover after this.
  • Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236B/C must be input in the opposite direction.

214214B Followups

412*~2C (66)2A(OTG) c5B 2C IAD jB...
412*~2C [buffer facing -> 236B(OTG)] 2C IAD jB {5A/c5B} 2C IAD jB...
412*~5C(whiff) 5C(3-4) {412B/412C/214C}~5C
  • Safer route against characters with large vertical reversals.
  • You may need to microwalk before 5C to adjust your spacing.

Okizeme

From 2C

7 j66 jC
9 jA djAC
IAD jC
214214B 66412B
214214B {66A/662A}(whiff) 412C
214214B 662B(whiff) 412A
214214B 662B(whiff) 412A

Other

412C~236A FIC 412C~2C 2A...