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NGBC - Akari

Started by Remzi, June 14, 2011, 11:43:49 AM

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Remzi

My site is being updated. I'll add a new link once the resources are back at my site.

Throws
4/6CD : Hard knockdown.
j.CD : Tosses them behind you, no-tech, hard knockdown.

Normal Moves
A : Poke, beats out most other moves in range, safe on block, able to cancel.
B : Very small poke, hits low, safe on block, able to special-cancel, can OTG.
C : Mid ranged hit, safe on block.
D : Avoid this move, mid ranged hit, safe on block, inflicts soft-knockdown.
cl.A : Extremely fast poke, combo-starter, safe on block, able to cancel.
cl.B : Same as regular B.
cl.C : Fast hit, similar to cl.A, short combo-starter, safe on block, able to cancel.
cl.D : Moderately fast hit, safe on block, able to special-cancel.
2A : Same as regular A.
2B : Generic low attack, combo-starter, safe on block, able to cancel.
2C : First hit inflicts hard knockdown, second hit inflicts soft knockdown, unsafe on block, able to cancel.
2D : Generic sweep, hard knockdown, safe on block, able to cancel.
j.A : All-around jumping move, short range.
j.B : Avoid this move.
j.C : Air-to-ground move, extremely big downward hitbox.
j.D : Air-to-air move, crosses up.
4C : Command normal with fantastic range and priority, most often used in combos, has two followups which can be done out of any normal, safe on block, able to cancel.
|-> 6C : Good priority and speed, safe on block, no cancel.
|-> 2C : Hard knockdown, no-tech on second hit, good in combos, unsafe on block, able to cancel.
j.2B : Bounces off the enemy, has four followups which can also be done out of 623A/B/C, unsafe without a followup.
|-> 8B : Jumps back and spins, safest option when 2B is blocked.
|-> 2B : Slams down, hitting five times, hard knockdown, no-tech, unsafe, can OTG.
|-> 7/8/9A : Spins and does 24 hits depending on the angle, vulnerable if it doesn't connect, hard knockdown, no-tech vs ground opponents, long recovery. Primarily use this as an anti-air move out of air-to-air 2B or a whiffed 623A/B/C move, no OTG followup.
|->8D : Jumps up and slams down, hard knockdown, no-tech, unsafe, can OTG.

Special Moves
236A/C : Projectile, soft knockdown when close.
28B/D : Uppercut spin, unsafe on block, hard knockdown.
|-> 28B/D : Followup, hard knockdown, able to super-cancel.
63214A/C : Command grab, can be chained into.
214B/D : Runs forward, has three followups and the ability to cancel, primarily used in blockstrings.
|->A/C : Forward thrust, able to cancel.
|->B/D : Counterwire, hard knockdown.
|->CD : Backturned command grab, hard knockdown.
|->44 : Exit the run.
623A/B/C/D : A/B/C are close/mid/far, D falls directly above the enemy and has roll followups, hard knockdown, no-tech, A/B/C have multiple followups.
|->A/B/C : Rolls forward, backward, and in place. C can be followed up with all of the same as j.2B.
|->j.2B followups are all valid after A/B/C.
6BD : Parry, covers high/medium attacks, hard knockdown vs jumping enemies, able to super-cancel.
|->BD : Hard knockdown, no OTG followup.
|->236AC : Higher damage of the regular BD followup, hard knockdown, no-tech.
4BD : Parry, covers low/medium attacks, able to super-cancel.
|->BD : Hard knockdown, no-tech, no OTG followup.
j.6BD : Parry, covers air-to-air attacks, hard knockdown
421A: Temporarily inverts left / right directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421B: Temporarily inverts up / down directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421C: Temporarily inverts punch / kick buttons on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.

Super Moves
2141236A/C: Dives forward, can OTG, costs one power gauge.
236236A/C: Fast upward attack, good anti-air, costs two power gauges.
MBAA: H-Aoko
MBAC: Hisui & Kohaku
LB2: S-Akari
NGBC: DIO & Kaede
KOFXIII: Yuri / King / DuoLon

jinxhand

I don't really use Akari as much as I'd like to, and even then I end up sticking with a ;c string to ;qcf ;a and a few mixups. I'm still learning the whole teleport mixups, and I think I might be able to use that as a safe option with the rollback special, but I'm still testing it out. She seems like a grappling character in disguise though, so my questions are:

1. Are there any setups that can guarantee a command grab?

2. Does she have anything that can keep her safe even if the opponent uses GCFS to advance?

3. Not counting projectiles, are there moves that can beat out her parries?
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Remzi

Err, I could try to find out about command grab setups. It's not as though it's that good, aside from chaining into it.

Her blockstrings. 2C (1 Hit) 214D C 2C (1 Hit) 214D C (Loop) is an inexcapable blockstring and it's all cancel'd into itself, so when done properly it will be extremely tight, even on block, and a GCFS will end up with you wasting meter, or taking damage that can be further linked into her lv1 / control-swap.

I know that you can parry unblockables, but not grabs, incorrect high/low parries, projectiles, and some other weird stuff. Dio's level 3 is a grab, so it beats it. Shishioh's 623A/C counts as an attack, so it can be parried. I've parried Kim's ranbu, so you can parry pretty much any ranbu.
MBAA: H-Aoko
MBAC: Hisui & Kohaku
LB2: S-Akari
NGBC: DIO & Kaede
KOFXIII: Yuri / King / DuoLon