E's Laf++/Akamine Tae

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EL2 Akamine Tae.png

Introduction

Akamine Tae

Do you like:

  • Close ranged combat? ✓
  • Attacks that evade the opponent's pressure? ✓
  • Guns n' grenades to keep your opponent at bay? ✓
  • MOTORCYCLE REVERSAL? ✓

Then Akamine Tae is your choice.


Tae has a very extensive list of attacks she can perform. Jab strings, aerials based on the direction inputted, and even a throw with four different followups! The important part is that a large majority of her normals have upper/lower body invincibility tied to them. What this means is that you can beat aerial approaches with spinning kicks, stomp the ground to go past lows, and even shoulder tackle through projectiles! The opponent now has to think twice when facing against a character with a half-sized hurtbox on most of her actions. All of these attacks combined make for long blockstrings which can be extended by having a grenade out on the field. A grenade can either be detonated manually or after a set amount of time. She can also shift to mid-range pressure with her ranged gun specials that also work great as combo filler!


Strengths Weaknesses
  • A wide array of normals with upper/lower body invincibility.
  • Carries the opponent from one side of the stage to the other.
  • Multiple high/low options both up close and at mid range.
  • Short hop adds to her already strong mixup game.
  • Most of her body invuln moves are unsafe or end her turn.
  • Grenade locks Tae out of important options while active.
  • Takes additional damage when hit by a Burst with a grenade in her hand.
  • Landing a throw doesn't give guaranteed damage. 2 out of 4 followups can be teched.

Character Information


Health: 9000

Walk speed Ranking: 3rd

Run speed Ranking: 2nd

Backdash: 28f (Invincible from frame 3-10)

Prejump: 4f


Unique Traits


Backflip: Inputting another backdash while backdashing will cause Tae to do a backflip. This can be used as a secondary backdash without having to waste your Risk Gauge.


Short Hop: Tae can short hop by inputting 236 > 9. She can only short hop forward, not backwards. Any move that is jump cancelable is also short hop cancelable. Short hop also hops over crouching opponents.

Normal Moves

5A
EL2 Akamine Tae 5A.png
Damage Guard Startup On Hit On Block
243 Mid 4 +4 +2

Chain/Cancel Options: 5AA, 5B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6C, 6D, 4A, 4C, Special, Jump


  • Standard jab that leads into her 5A string.


5AA
EL2 Akamine Tae 5AA.png
Damage Guard Startup On Hit On Block
614 Mid 7 0 -6

Chain/Cancel Options: 5AAA, 5C, 5D, 2C, 2D, 6A, 6C, 6D, 4A, 4C, Special, Jump


  • Followup leg kick.
  • Has less range than 5A which causes the move to whiff if too far away.


5AAA
EL2 Akamine Tae 5AAA.png
Damage Guard Startup On Hit On Block
691 Mid 10 Knockdown -13

Chain/Cancel Options: 2C, 6B, 6C, 6D, 4C, Special


  • Advancing palm thrust ender.


5B
EL2 Akamine Tae 5B.png
Damage Guard Startup On Hit On Block
601 Mid 6 0 0

Chain/Cancel Options: 5BB, 5C, 5D, 2B, 2C, 2D, 6A, 6B, 6C, 6D, 4A, 4C, Special, Jump


  • Hand swipe that starts her 5B string.


5BB
EL2 Akamine Tae 5BB.png
Damage Guard Startup On Hit On Block
639 Mid 10 +4 0

Chain/Cancel Options: 5AA, 5BBB, 5C, 5D, 2B, 2C, 2D, 6A, 6C, 6D, 4A, 4C, Special, Jump


  • Followup kick that moves Tae forward a bit.


5BBB
EL2 Akamine Tae 5BBB.png
Damage Guard Startup On Hit On Block
665 Mid 14 -10 -12

Chain/Cancel Options: 5C, 5D, 2B, 2C, 2D, 6A, 6C, 6D, 4C, Special, Jump


  • Kick ender that doesn't connect if done from a max distance 5BB.


5C
EL2 Akamine Tae 5C.png
Damage Guard Startup On Hit On Block
691 Mid 7 +1 -1

Chain/Cancel Options: 5D, 2C, 2D, 6B, 6C, 6D, 4C, Special

Upper body invincible from frame 1-14

Air hit: Ground Bounce


  • Advancing forward elbow hit that surprisingly low profiles.


5CC
EL2 Akamine Tae 5CC.png
Damage Guard Startup On Hit On Block
691 Mid 13 -9 -11

Chain/Cancel Options: 5D, 2C, 6C, 6D, 4C, Special

Upper body invincible from frame 1-18


  • Followup tonfa swing.


5D
EL2 Akamine Tae 5D.png
Damage Guard Startup On Hit On Block
729 Mid 10 Knockdown -5

Chain/Cancel Options: Special

Lower body invincible from frame 1-14

Wall bounces if close to the corner


  • An advancing flaming kick that wall bounces on hit.


2A
EL2 Akamine Tae 2A.png
Damage Guard Startup On Hit On Block
243 Mid 5 -2 0

Chain/Cancel Options: 5A, 5B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6C, 6D, 4C, Special

Jump avoidable


  • Self cancelable jab.


2B
EL2 Akamine Tae 2B.png
Damage Guard Startup On Hit On Block
588 Low 8 -2 -3

Chain/Cancel Options: 5C, 5D, 2C, 2D, 6C, 6D, 4C, Special

Jump avoidable


  • Far reaching low poke.


2C / 2[C]
EL2 Akamine Tae 2C.png
EL2 Akamine Tae 2C2.png
Version Damage Guard Startup On Hit On Block
2C 729 Mid 19 Knockdown -17

Chain/Cancel Options: j.B, j.2B, j.6B, j.4B, j.C, j.D, j.6D, Special

Upper body invincible from frame 11-33

Crouch avoidable


  • Tae winds up and does a spinning kick.
  • On hit/block, can cancel into any aerial action except j.A, double jump, or air dash.
  • Whiffs against standing Qdora, Tae, Tina, and Saving Tina.
Version Damage Guard Startup On Hit On Block
2[C] 716, 330 Mid 24 Knockdown -17

Chain/Cancel Options: j.B, j.2B, j.6B, j.4B, j.C, j.D, j.6D, Special

Upper body invincible from frame 17-47

Crouch avoidable


  • Tae winds up even further for two spinning kick reps.
  • Oh hit/block, can cancel into any aerial action except j.A, double jump, or air dash.


2D
EL2 Akamine Tae 2D.png
Damage Guard Startup On Hit On Block
614 Low 8 Hard Knockdown -5

Chain/Cancel Options: Special

Upper body invincible from frame 1-19

Jump avoidable


  • Low sweep that forces a hard knockdown.


6A
EL2 Akamine Tae 6A.png
Damage Guard Startup On Hit On Block
639 Mid 9 Launch -16

Chain/Cancel Options: 5BB, 5C, 5D, 2C, 2D, 6AA, 6C, 6D, 4A, 4C, Special

Upper body invincible from frame 1-18

Wall bounces if close to the corner


  • Gut punch!


6AA
EL2 Akamine Tae 6AA.png
Damage Guard Startup On Hit On Block
742 Mid 13 -5 -11

Chain/Cancel Options: 5AAA, 5C, 5D, 2C, 2D, 6C, 6D, 4C, Special

Upper body invincible from frame 1-20


  • Followup leg kick upwards with added upper body invuln.


6B
EL2 Akamine Tae 6B.png
Damage Guard Startup On Hit On Block
627 Low 12 Knockdown -7

Chain/Cancel Options: N/A

Lower body invincible from frame 1-16

Jump avoidable


  • Tae slides half a screen distance to do a sweep of the leg.
  • Although unsafe and not cancelable, this quick low beats other lows and can start something big off a counter hit or in the corner.


6C
EL2 Akamine Tae 6C.png
Damage Guard Startup On Hit On Block
742 Mid 28 Knockdown +8

Chain/Cancel Options: Special

Upper body invincible from frame 28-30

Jump avoidable


  • Tae performs a rush attack that travels 1/3 of the screen forward.


6D
EL2 Akamine Tae 6D.png
Damage Guard Startup On Hit On Block
780 High 26 Knockdown -3

Chain/Cancel Options: N/A

Lower body invincible from frame 1-16

High profile from frame 17-38

Wall splats if close to the corner


  • Tae leaps half a screen distance forward with an overhead kick.


4A
EL2 Akamine Tae 4A.png
Damage Guard Startup On Hit On Block
614 Mid 9 Launch -16

Chain/Cancel Options: 5BB, 5C, 5D, 2C, 2D, 6AA, 6C, 6D, Special, Jump

Upper body invincible from frame 1-17


  • Diagonal kick to the air that pushes Tae forward a bit.


4B
EL2 Akamine Tae 4B.png
Damage Guard Startup On Hit On Block
690 High 19 +1 -6

Chain/Cancel Options: N/A

Air hit: Ground Bounce


  • Overhead axe kick.
  • Ground bounces on aerial hit.


4C
EL2 Akamine Tae 4C.png
Damage Guard Startup On Hit On Block
691 Mid 14 Knockdown -8

Chain/Cancel Options: 2C, 6C, 6D, 4CC, Special

Upper body invincible from frame 1-20


  • Advancing forward roundhouse kick.


4CC
EL2 Akamine Tae 4CC.png
Damage Guard Startup On Hit On Block
639 Mid 15 Knockdown -11

Chain/Cancel Options: 2C, 6D, Special

Upper body invincible from frame 1-16


  • Followup spinning roundhouse kick.


4D
EL2 Akamine Tae 4D.png
Damage Guard Startup On Hit On Block
780 Mid 19 Knockdown +2

Chain/Cancel Options: N/A

Lower body invincible from frame 1-19 (1-43 if charged)

Jump avoidable


  • Tae moves forward and stomps the ground while being able to go over lows.
  • Can be held to increase Tae's lower body invlun (deals the same damage.)
  • Hitting a hard knockdown opponent removes their OTG state.


44 > C
EL2 Akamine Tae 44C.png
Damage Guard Startup On Hit On Block
742 Mid 13 Launch -9

Chain/Cancel Options: N/A

Upper body invincible from frame 1-21


  • From a backdash, Tae advances forward with a kick.


j.A
EL2 Akamine Tae jA.png
Damage Guard Startup On Hit On Block
511 All 7 +5 to +12 +1 to +8

Chain/Cancel Options: j.B, j.2B, j.6B, j.4B, j.C, j.D, j.6D, Special


  • Aerial kick from above.


j.B
EL2 Akamine Tae jB.png
Damage Guard Startup On Hit On Block
575 All 6 +7 to +12 +5 to +10

Chain/Cancel Options: j.6B, j.4B, j.C, j.D, j.6D, Special, Jump

Crouch avoidable


  • Elbow thrust upwards that's her fastest and best air-to-air option.


j.2B
EL2 Akamine Tae j2B.png
Damage Guard Startup On Hit On Block
614 High/Air 7 +5 +3

Chain/Cancel Options: N/A


  • Tae jumps on top of the opponent and can perform any aerial action afterwards.


j.6B
EL2 Akamine Tae j6B.png
Damage Guard Startup On Hit On Block
665 All 6 Knockdown +6 to +12

Chain/Cancel Options: j.D, j.6D, Special, Air Dash

Crouch avoidable

Wall bounces if close to the corner


  • Horizontal kick forward that wall bounces on hit.


j.4B
EL2 Akamine Tae j4B.png
Damage Guard Startup On Hit On Block
665 High/Air 8 +7 to +12 +5 to +10

Chain/Cancel Options: j.D, j.6D, Special


  • Tae kicks behind her for a reliable cross-up option.


j.C
EL2 Akamine Tae jC.png
Damage Guard Startup On Hit On Block
627 High/Air 12 +5 to +12 +4 to +10

Chain/Cancel Options: j.D, j.6D, Special


  • Aerial kick downwards that can also cross-up.


j.D
EL2 Akamine Tae jD.png
Damage Guard Startup On Hit On Block
665 High/Air 14 -1 to +8 -1 to +8

Chain/Cancel Options: j.6D, Special

Fatal Connection active


  • Finger gun!
  • Great air stall, cross-up, and instant overhead option that can combo into 214A/B > 214A/B explosion.


j.6D
EL2 Akamine Tae j6D.png
Damage Guard Startup On Hit On Block
716, 130 High/Air 25 Knockdown -15 to -12

Chain/Cancel Options: N/A


  • Tae flips in the air before plummeting down with a divekick.

Universal Mechanics

Ground Throw
A+B
EL2 Akamine Tae Throw.png
Version Damage Guard Startup On Hit On Block
A+B 0 Throw 1 0 N/A
A+B > Forward 479, 479 - - Hard Knockdown -
A+B > Back 1199 - - Hard Knockdown -
A+B > Up 959 - - Launch -
A+B > Down 1199 - - Hard Knockdown -
  • Tae grabs the opponent, stares into their soul, then releases them.
    • That is if you input no direction.
  • Tae has various followups off her throw depending on the direction pressed.
  • Before throwing, Tae can pummel the opponent up to three times by pressing C.
  • If the opponent holds the same direction as Tae, they'll tech the throw.
    • The opponent can tech two out of four throws by holding a diagonal direction.
  • For forward and back throw, the opponent must tech in the opposite direction.
    • Forward throw tech = Hold back or down back
    • Back throw tech = Hold forward or down forward


Air Throw
j.A+B
EL2 Akamine Tae Air Throw.png
Damage Guard Startup On Hit On Block
906 Throw 1 Knockdown N/A
  • Tosses the opponent to the ground, causing a ground bounce.
  • Tae lands to the ground afterwards.
  • If you combo into an Air Throw, you can perform any aerial action afterwards (except double jump or air dash.)


Tactical Guard (Air OK)
B+C
EL2 Akamine Tae Tactical Guard.png
EL2 Akamine Tae Tactical Guard2.png
Damage Guard Startup On Hit On Block
800 All 10 Knockdown -19

Armor low, mid, and highs from frame 1-11

Invincible starting on frame 1 (Activation)


  • Tae flashes blue and parries incoming attacks/projectiles.
  • Coming in contact with an opponent's move, Tae becomes invincible and emits a blast.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • The blast increases in size and becomes unblockable if a Fatal Shifted attack was parried.
  • Cannot armor throws or supers.
  • The damage from Tactical Guard is non-lethal, as in it cannot KO.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Akamine Tae Tactical Guard2.png
Damage Guard Startup On Hit On Block
1000 All 10 Knockdown -30

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • While stuck in blockstun, Tae counterattacks with an invincible blast that knocks the opponent away.
  • The damage from Guard Cancel is non-lethal, as in it cannot KO.


Burst (Air OK)
A+B+C During Hitstun
EL2 Akamine Tae Burst.png
Damage Guard Startup On Hit On Block
100 All 10 Knockdown -30

Invincible starting on frame 1


  • While under the effects of hitstun, Burst can be performed to become invincible and knock the opponent back.
  • Only usable once per round.
  • Burst can be air grabbed during the startup.
  • The damage from Burst is non-lethal, as in it cannot KO.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • Hard Knockdown
    • Tactical Guard


Counter Boost (Air OK)
6B+C
EL2 Akamine Tae Counter Boost.png
Version Damage Guard Startup On Hit On Block
Ground 100 All 10 Knockdown -1
Air 10 All 10 Knockdown -14 to -1

Invincible starting on frame 1

Costs 1 Action Gauge to use


  • Tae becomes invincible on startup, and lets out a green blast.
  • Any special cancelable normal can be canceled into Counter Boost.
  • The damage from Counter Boost is non-lethal, as in it cannot KO.

Special Moves

236A
EL2 Akamine Tae 236A.png
Damage Guard Startup On Hit On Block
614 Low 15 Knockdown -9

Fatal Connection active

Jump avoidable


  • Tae forms her magical chain into a gun, shooting at the ground with almost fullscreen distance.
  • Holding 236A fires a line of three bullets that have a little extra distance.


236B
EL2 Akamine Tae 236B.png
Damage Guard Startup On Hit On Block
729 Mid 14 Hard Knockdown -5

Chain/Cancel Options: Super

Upper body invincible from frame 1-18


  • A half screen shoulder tackle with some upper body invuln.
  • One of the few specials in the game that allows you to cancel into super afterwards.
  • On counter hit, 236B causes the opponent to tumble on the ground and receive a hard knockdown.


214A/B
EL2 Akamine Tae 214AB.png
Version Damage Guard Startup On Hit On Block
214A/B N/A N/A N/A N/A N/A
Self Destruct 716 (Self Damage) All - Knockdown -

Fatal Connection active


  • Tae takes out a grenade and pulls out the pin.


  • A timer will show up above Tae's Action Gauge that counts down when it will explode.
    • 214A = 3 second timer
    • 214B = 6 second timer


  • If Tae doesn't throw the grenade in time, it will explode and deal self damage to Tae and only Tae.
    • The opponent doesn't get hit by the explosion.


  • Tae can still perform attacks and actions while she has a grenade in hand, but she cannot:
    • Throw/Air Throw
    • Tactical Guard
    • Counter Boost


  • The grenade prematurely detonates if Tae is hit or grabbed.


214A/B > A+B
EL2 Akamine Tae 214AB2.png
Version Damage Guard Startup On Hit On Block
5A+B 473 All 9 +20 +10
6A+B 473 All 12 +16 +6
4A+B N/A N/A N/A N/A N/A
8A+B 568 All 9 Launch 0 to +13
2A+B 473 All 9 +19 +9
Explosion 908 All - Knockdown -
  • Pressing A+B or B+C causes Tae to toss the grenade which has a hitbox to it.


  • The grenade can be thrown in many different directions:
    • 5A+B = Half screen throw
    • 6A+B = Fullscreen throw with an upwards arc
    • 4A+B = Dropped in front of Tae, no hitbox on throw
    • 8A+B = Tosses into the air, eventually falls down (the toss only hits aerial opponents)
    • 2A+B = Thrown downwards with a quarter screen distance


  • The grenade will explode once the timer reaches zero.
    • This explosion can only hit the opponent. Tae will not be affected by it.
    • Depending on the position of the grenade, the explosion will either launch the opponent towards or away from Tae.


  • While a grenade is active on the screen, Tae cannot throw or air throw.
  • The grenade disappears if Tae is hit or grabbed.


214A/B When Grenade is out
(Air OK)
EL2 Akamine Tae 214AB3.png
EL2 Akamine Tae 214AB4.png
Damage Guard Startup On Hit On Block
908 All 14 Knockdown +15
  • Manually detonates the grenade regardless of how much time is left.


214C
EL2 Akamine Tae 214C.png
Damage Guard Startup On Hit On Block
921 All 15 Knockdown -12

Fatal Connection active


  • With her magical chain, Tae creates a gun and fires a shot that covers a large range in front of her.
  • On counter hit, the opponent tumbles on the ground.


46B
EL2 Akamine Tae 46B.png
Damage Guard Startup On Hit On Block
757 Mid 21 +10 +1

High profile from frame 3-19

Crouch avoidable


  • Tae hops forward with dual-wielding pistols and shoots them diagonally into the air.


214A/B > j.A+B
EL2 Akamine Tae j5AB.png
Version Damage Guard Startup On Hit On Block
j.5A+B 473 All - +11 to +13 0 to +3
j.6A+B 473 All - +29 +19
j.4A+B 473 All - +8 -2
j.8A+B 568 All - Launch 0
j.2A+B 473 All - +10 0
Explosion 908 All - Knockdown -
  • Aerial version of grenade toss.


  • The grenade can be thrown in many different directions:
    • j.5A+B = Half screen throw
    • j.6A+B = Fullscreen throw with an upwards arc
    • j.4A+B = Dropped underneath Tae, no hitbox on throw
    • j.8A+B = Tosses into the air, eventually falls down (the toss only hits aerial opponents)
    • j.2A+B = Thrown at a 45 degree angle downwards


  • The grenade will explode once the timer reaches zero.
    • This explosion can only hit the opponent. Tae will not be affected by it.
    • Depending on the position of the grenade, the explosion will either launch the opponent towards or away from Tae.


  • While a grenade is active on the screen, Tae cannot throw or air throw.
  • The grenade disappears if Tae is hit or grabbed.

Super Moves

236D
EL2 Akamine Tae 236D.png
HEAVY MACHINE GUN
Damage Guard Startup On Hit On Block
2287 Mid, All*33 10 Hard Knockdown -21

Costs 2 Action Gauge to use


  • Tae conjures up a minigun and whips it out. The minigun has an active hitbox during this time.
  • Afterwards, Tae lets loose with a stream of 33 bullets that are fired ahead at a fullscreen distance.


214D
EL2 Akamine Tae 214D.png
Version Damage Guard Startup On Hit On Block
214D 1951 Mid, All*27 10 Hard Knockdown -39

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • Tae summons a motorcycle and pops a wheelie that launches the opponent.
  • She then rides into the sunset, or until she reaches the other side of the stage.
  • At the end of the long road, the motorcycle explodes and the opponent is sent flying upwards.
Version Damage Guard Startup On Hit On Block
214D > B 50, 384 Mid, Mid - Hard Knockdown -27

Crouch avoidable (Explosion)


  • While riding you can press B, which causes Tae to jump off her bike and toss it into the air.
  • The bike itself has an active hitbox, which then shortly explodes.
Version Damage Guard Startup On Hit On Block
214D > C 1000 All - Hard Knockdown -39
  • You can end the road trip prematurely by pressing C. Tae jumps off while the bike still rides forward.
  • The bike explodes on contact with the opponent.


General
Controls
HUD
System
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott