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The Last Blade 2/Akari Ichijo: Difference between revisions
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{{The Last Blade 2 Character Intro|char=Akari Ichijo|sub=0|content= | |||
==Overview== | ==Overview== | ||
Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy | Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy | ||
<br> | |||
<div class="movelist-toggles"> | |||
| | <div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | ||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Power --> | |||
! | {{ProConTable | ||
| | |pros= | ||
* | * faster meter gain gain, higher overall damage making small pokes add up quickly. | ||
* | * Can shut down most air approaches thanks to the threat eating a DM from her anti air when she has meter/desperation | ||
| | |cons= | ||
* | * combos are more difficult than speed, 4B linked to 6C is needed for her stronger combos | ||
* | * Akari is airborne for a few frames of all of her wake up animations. If your opponent has an air throw they can throw you during this window and loop it on each wake-up. True for all modes. | ||
}}</div> | |||
! | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
| | {{ProConTable | ||
* | |pros= | ||
* | * can extend combos thanks to 4B being a chain combo normal | ||
| | * one of a few characters than can combo into fandango (22A/B) making her damage potential higher than average. | ||
* | *DM has more horizontal range than power, allowing it to be combod into farther away. | ||
|cons= | |||
* slower meter gain than power | |||
! | }}</div> | ||
| | <div id="movelist-3" class="movelist"><!-- EX --> | ||
* | {{ProConTable | ||
* | |pros= | ||
| | * 2A confirm to dm | ||
* | * anti air is as big of a threat as power mode when she has meter/desperation | ||
* DM shares the same range increase as speed, and does nearly a bar of health by itself. | |||
|cons= | |||
* No meter gained for blocked normals, damage taken increased 1.3x}} | |||
</div> | |||
}} | |||
==Normals== | ==Normals== | ||
===Standing=== | ===Standing=== | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S8/0 | |damage=P12/1 S8/0 | ||
|startup= | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery=14 | |recovery=14 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S8/0 | |damage=P12/1 S8/0 | ||
|startup= | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
Line 85: | Line 86: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S16/0 | |damage=P26/3 S16/0 | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P50/6 S23/0 | |damage=P50/6 S23/0 | ||
|startup= | |startup=P20 S16 | ||
|active=4 | |active=4 | ||
|recovery=29 | |recovery=29 | ||
Line 125: | Line 126: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P24/4 S16/0 | |damage=P24/4 S16/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
|state= | |state= | ||
|frame advantage=+12/-8 | |frame advantage=+12/-8 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=13 | ||
|active=4 | |active=4 | ||
|recovery=4 | |recovery=4 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P17/2 S14/0 | |damage=P17/2 S14/0 | ||
|startup= | |startup=10 | ||
|active=7 | |active=7 | ||
|recovery=23 | |recovery=23 | ||
Line 174: | Line 175: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Low priority kick that causes a wallbounce. Sets up all your damaging juggles. Never throw it out on its own (unless you have a punish) | |description=Low priority kick that causes a wallbounce. Sets up all your damaging juggles. Never throw it out on its own (unless you have a punish). Note that hitting on its later frames makes follow ups more difficult due to the recovery. This can be in issue in speed/ex, in power mode it doesn’t come up as often. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=21 | |damage=21 | ||
|startup= | |startup=22 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
Line 205: | Line 206: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=21 | |damage=21 | ||
|startup= | |startup=28 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 238: | Line 239: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Use this move as a meme only when your opponent's HP is down to a pixel. It's unblockable in the air, though it can be deflected. If you successfully KO your opponent with this move, congratulations! It would feel like winning the lottery. :D | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=A very fast but long range jab which hits low for good measure. An incredible normal in general. Links into itself up to 4 times. Use it | |description=A very fast but long range jab which hits low for good measure. An incredible normal in general. Links into itself up to 4 times, links to 4B up close for damaging conversions. Use it | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=15+17+2+? | |damage=15+17+2+? | ||
|startup= | |startup=8 | ||
|active=4-1-1-1-1 | |active=4-1-1-1-1 | ||
|recovery=48 | |recovery=48 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P10/1 S9/0 | |damage=P10/1 S9/0 | ||
|startup= | |startup=8 | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P19/2 S14/0 | |damage=P19/2 S14/0 | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
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{{MoveData | {{MoveData | ||
|image=LB2_Akari_jA.png | |image=LB2_Akari_jA.png | ||
|caption= | |caption= | ||
|name=jA | |name=jA | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=6 | ||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
Line 355: | Line 356: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Akari_jB.png | |image=LB2_Akari_jB.png | ||
|caption= | |caption= | ||
|name=jB | |name=jB | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/2 S13/0 | |damage=P26/2 S13/0 | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=N/A | |recovery=N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=2 | ||
|active=6 | |active=6 | ||
|recovery=N/A | |recovery=N/A | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Horrible hitbox, but that 1f startup can't be ignored. Despite the hitbox being not the best it’s her best air to air thanks to the speed of it | |description=Horrible hitbox, but that 1f startup can't be ignored. Despite the hitbox being not the best it’s her best air to air thanks to the speed of it. Pretty reliable as a cross up. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=8 | ||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
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|tech= | |tech= | ||
|description= | |description= | ||
* | * Behaves differently in power and speed/ex. In power mode it will knock a grounded opponent down, in speed and ex it only knocks down against airborne opponents. On hit or block in speed/ex you can cancel into 8C (quick flip away), 2C (diving roll that knocks down on hit), 8B (jumping stomp that knocks down) or 8A (slowish rolling attack that will knockdown if the downward hits somehow connect) | ||
* Best air to ground priority of Akari's jump ins | * Best air to ground priority of Akari's jump ins | ||
* All but low A and low C in Power mode can cancel when crouching | * All but low A and low C in Power mode can cancel when crouching | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S19/0 | |damage=P26/3 S19/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S19/0 | |damage=P26/3 S19/0 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=41 | |recovery=41 | ||
Line 467: | Line 468: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=33 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 474: | Line 475: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Can follow with 8C otg for extra damage with good timing. Recovery time is for a missed throw | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Akari_CD2.png|2nd part | LB2_Akari_CD2.png|2nd part | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=59 | |damage=59 | ||
|startup= | |startup=40-60 | ||
|active=2 | |active=2 | ||
|recovery=44 | |recovery=44 | ||
Line 510: | Line 511: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=19 | |damage=19 | ||
|startup= | |startup=23 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 520: | Line 521: | ||
|tech= | |tech= | ||
|description=* Available in EX as well. | |description=* Available in EX as well. | ||
* An overhead that causes a stagger (vs crouching opponent blocking) launches otherwise. Average speed for an overhead (most universal overheads share the same startup) but can still catch opponents off guard thanks to how diverse Akari's toolkit is. | * An overhead that causes a stagger (vs crouching opponent blocking) launches otherwise. Average speed for an overhead (most universal overheads share the same startup) but can still catch opponents off guard thanks to how diverse Akari's toolkit is. In a corner you can confirm a 4B into whatever followup you like, midscreen you can reset with a 5A/2A, 236A or try to tech chase | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=8 | |damage=8 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=25 | |recovery=25 | ||
Line 541: | Line 542: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Moves akari forward marginally. Despite this it can miss in chain combos from farther out, making 2A a better option for some combos. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=11+19 | |damage=11+19 | ||
|startup= | |startup=13 | ||
|active=5-5 | |active=5-5 | ||
|recovery=13 | |recovery=13 | ||
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|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P12 S11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 589: | Line 590: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* Akari launches a blue fireball | * Akari launches a blue fireball. Decent for zoning use and some combos, travels full screen. | ||
* Cannot be blocked in the air | |||
}} | }} | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
Line 595: | Line 597: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 606: | Line 608: | ||
|description= | |description= | ||
* B version is stronger, but travels a shorter distance | * B version is stronger, but travels a shorter distance | ||
* Cannot be blocked in the air | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=LB2_Akari_d,u+C.png | |image=LB2_Akari_d,u+C.png | ||
|caption= | |caption=Ever wanted to make people stop jumping? | ||
|name=Astro-Revolve | |name=Astro-Revolve | ||
|input=28C | |input=28C | ||
Line 617: | Line 620: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 628: | Line 631: | ||
|description= | |description= | ||
* Akari leaps into the air swirling blue energy around her | * Akari leaps into the air swirling blue energy around her | ||
* Anti-air properties, and incredibly good at it. Only Lee’s flash kick is as reliable as an anti air special. In power(or ex) this move is a major deterrent for anyone jumping in on you since you can confirm dm from it for a chunk of damage. | * Anti-air properties, and incredibly good at it. One of very few moves that boasts some invincibility. (upper body) Only Lee’s flash kick is as reliable as an anti air special. In power(or ex) this move is a major deterrent for anyone jumping in on you since you can confirm dm from it for a chunk of damage. | ||
* Is Super Cancelable in Power/EX on the first hit | * Is Super Cancelable in Power/EX on the first hit | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 672: | Line 675: | ||
LB2_Akari_d,u+C,d,u+C.png|1st hitbox | LB2_Akari_d,u+C,d,u+C.png|1st hitbox | ||
</gallery> | </gallery> | ||
*28C can also be followed with 28D to make akari jump, allowing you to connect an air throw or j2C | |||
}} | }} | ||
}} | }} | ||
Line 746: | Line 750: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 763: | Line 767: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 780: | Line 784: | ||
|version=C | |version=C | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 790: | Line 794: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* '''Reifu Anchuu Mosaku''' (C version) Akari hits opponent with a talisman temporarily | * '''Reifu Anchuu Mosaku''' (C version) Akari hits opponent with a talisman temporarily mixing up the opponents buttons. I.e. A might be Deflect instead of light attack etc. | ||
* Drains some super meter | * Drains some super meter | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 813: | Line 817: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* Akari puts her staff to the ground. If hit connects, a demon bell drops on her her opponent, exploding seconds later. Has a 2nd animation that can trigger that does slightly more damage, but it makes otg follows impossible (akari falls inside the bell). There’s no way to control which you get, it’s purely rng. Has a lot of range for a grab (2nd only to Shigen’s 41236B/C command grabs and his dm/sdm) | * Akari puts her staff to the ground. If hit connects, a demon bell drops on her her opponent, exploding seconds later. Can be combod into, or used as a tick throw. Has a 2nd animation that can trigger that does slightly more damage, but it makes otg follows impossible (akari falls inside the bell). There’s no way to control which you get, it’s purely rng. Has a lot of range for a grab (2nd only to Shigen’s 41236B/C command grabs and his dm/sdm) | ||
* Command Grab | * Command Grab | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup=P25/S26 | ||
|active= | |active= 1 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-30 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* Akari hops and hits low to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponet, while Akari rides the centipede on | |description=* Akari hops and hits low to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponet, while Akari rides the centipede on its side. Has slightly more horizontal range in speed than in power. Can connect from any B attack (minus 6B) as a ground combo in any mode, and from 4B in juggle. Has 1F more startup in speed/ex than it does in power, this does not effect combos though. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 902: | Line 906: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* A legion of demons or spirits come to trample opponent and Akari. Opponent will take damage, Akari will not. Has some use as anti air, but mostly used in juggles. Horizontal range is slightly less | |description=* A legion of demons or spirits come to trample opponent and Akari. Opponent will take damage, Akari will not. Has some use as anti air, but mostly used in juggles. Horizontal range is slightly less than 5A. Fast enough to combo from anything cancelable on the ground if you’re in range. 4A 4A 5A 632146B can work in power | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Akari_hcb+f+B2.png|2nd part | LB2_Akari_hcb+f+B2.png|2nd part | ||
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===Any Mode=== | ===Any Mode=== | ||
* '''Juggling with 4B more than twice in a combo is generally frowned upon''' | * '''Juggling with 4B more than twice in a combo is generally frowned upon''' | ||
* | * 4B, 4B | ||
: 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) | : 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits. | ||
* Dash A/B, 236B | * Dash A/B, 236B | ||
* Dash A/B, | * Dash A/B, 421X | ||
* 2C, 28C 28B/C. 28C is a link | * 2C, 28C 28B/C. 28C here is a link for power mode | ||
* j.B, 2B, 28C, 28C, 8C | * j.B, 2B, 28C, 28C, 8C | ||
* j.B, 6C, 4B | * j.B, 6C, 4B, 28C, 28B 5C | ||
* j.B, 4B, 2B | * j.B, 4B, 2B(1) 2146AB | ||
* j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode. | * j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode. | ||
* Grounded portion of combos works from any jump in attack | * Grounded portion of combos works from any jump in attack | ||
* 28C 28D, j2C | * 28C 28D, j2C/jCD | ||
* 2Ax4 | |||
===Power Mode | ===Power Mode=== | ||
* | * 6C, 2146AB | ||
* 6C, 632146B corner | |||
* | * learning to link into 4B and the 4B, 6C link is important for her stronger combos in power. | ||
* learning to link into 4B and the 4B, 6C link is important for her stronger combos in power. | * 2A, 4B, 6C, dash 4B 236A. Good damage from a strong low poke. | ||
* 2C, 4A, 4B, 6C dash 4B 236A | * 2C, 4A, 4B, 6C dash 4B 236A | ||
* 4/5A, 2A, 4B, 6C dash 4B 2146AB | * 4/5A, 2A, 4B, 6C dash 4B 2146AB | ||
Line 936: | Line 941: | ||
* whatever into 4B, 6C, dash 28C 28C 2146AB | * whatever into 4B, 6C, dash 28C 28C 2146AB | ||
===EX Mode | ===EX Mode=== | ||
* BC, 632146B | * 2A 2A 28C(1) 2146AB | ||
* | * 5A 2B(1) BC, 632146B (corner only) | ||
* | * 4A 5A 2A 2B(1) 632146B | ||
* 4A 5A 5A 632146B (easier than the above combo) | |||
* 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage. | |||
*chain combo to 6C 4B 28C(1) 2146AB (corner) you need to hold the dm to have it connect. | |||
*All speed combos work in ex | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
* | * 2C (link) 28C(1) 2146AB | ||
* | * 5A/5B, 632146B | ||
* j.B, 6C, 4B ( | * j.B, 6C, 4B 632146B (corner) | ||
* 5A, 28C, 28C, 2146AB | * 5A, 28C, 28C, 2146AB | ||
* 4A, 4A, 5A 632146B | |||
===Speed | ===Speed=== | ||
* | * 4A 5A 5A 5B 6C 8C otg | ||
* BC, 236A | * BC, 236A | ||
* | * 5A, 2A, 2B(1), 4B, 5A, 2A, 5B 2146AB | ||
* Dash A/B 5B, 236B | * Dash A/B 5B, 236B | ||
* | * 4A 5A 5A 5B 6C, dash 4B, 2146AB | ||
* | * 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner) | ||
* A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner) | * A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner) | ||
* 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A | * 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A Bnb outside a corner. You can end with 4B 2146AB with meter/desperation. | ||
* 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner) | * 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner) | ||
* chain into 6C 4B 22B(1) 4B, dash 4B, dash 5A 2A 4B, 5A 2A 6C 4B 28C 28B corner. Above combo is more consistent, this is for showing off. | |||
* Point blank 4A/5A 2A 4B 22A/B or 4A/5A 4B 22A/B. Setup into a true 50/50 for fandango. On hit 4B has enough hitstun the opponent is forced to block high or low, deflecting isn’t possible if cancelled into fandango immediately. Applies to ex mode as well. | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Latest revision as of 06:30, 14 February 2024
Overview
Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy
Strengths | Weaknesses |
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Strengths | Weaknesses |
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Strengths | Weaknesses |
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Normals
Standing
5A |
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4A |
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5B |
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6B |
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4B |
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5C |
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6C |
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3B |
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8C |
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Special Taunt
Taunt Button |
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Crouching
2A |
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2B |
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2C |
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3C |
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Air
jA |
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jB |
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jC |
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j2C |
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Dashing
66A |
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66B |
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Universal Mechanics
Throw |
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Power
B+C |
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Speed
B+C |
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Speed Chain
A>A |
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A>B>C |
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Special Moves
Messianic Blast 236A/B |
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Astro-Revolve 28C |
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Rice Patty Demon Dicer 623X |
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Koumyou Gojuugo 421A/B/C |
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Pure Princess Parry 63214A |
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Changing Troll 63214B |
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Transforming Troll 63214C |
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Desperation Moves
Sextex Synthesis 2146AB |
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Super Desperation Moves
100 Demon Sabbath 632146B |
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Combos
Any Mode
- Juggling with 4B more than twice in a combo is generally frowned upon
- 4B, 4B
- 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits.
- Dash A/B, 236B
- Dash A/B, 421X
- 2C, 28C 28B/C. 28C here is a link for power mode
- j.B, 2B, 28C, 28C, 8C
- j.B, 6C, 4B, 28C, 28B 5C
- j.B, 4B, 2B(1) 2146AB
- j.B, 4B, 4B, 5B, 2146AB. 4B, 5B is a one frame link. Corner only in power mode.
- Grounded portion of combos works from any jump in attack
- 28C 28D, j2C/jCD
- 2Ax4
Power Mode
- 6C, 2146AB
- 6C, 632146B corner
- learning to link into 4B and the 4B, 6C link is important for her stronger combos in power.
- 2A, 4B, 6C, dash 4B 236A. Good damage from a strong low poke.
- 2C, 4A, 4B, 6C dash 4B 236A
- 4/5A, 2A, 4B, 6C dash 4B 2146AB
- 6C dash 4B dash jCD
- whatever into 4B, 6C, dash 28C 28C 2146AB
EX Mode
- 2A 2A 28C(1) 2146AB
- 5A 2B(1) BC, 632146B (corner only)
- 4A 5A 2A 2B(1) 632146B
- 4A 5A 5A 632146B (easier than the above combo)
- 5A 2A 4B 5A 2A 6C 28C 28C 2146AB works anywhere but deep in a corner. Fancy confirm for fun, doing an extended chain into Dm is slightly more damage.
- chain combo to 6C 4B 28C(1) 2146AB (corner) you need to hold the dm to have it connect.
- All speed combos work in ex
Power and EX Mode
- 2C (link) 28C(1) 2146AB
- 5A/5B, 632146B
- j.B, 6C, 4B 632146B (corner)
- 5A, 28C, 28C, 2146AB
- 4A, 4A, 5A 632146B
Speed
- 4A 5A 5A 5B 6C 8C otg
- BC, 236A
- 5A, 2A, 2B(1), 4B, 5A, 2A, 5B 2146AB
- Dash A/B 5B, 236B
- 4A 5A 5A 5B 6C, dash 4B, 2146AB
- 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner)
- A + B + C + A + B + C + C + B + 236A, 4B 28C 28B (corner)
- 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A Bnb outside a corner. You can end with 4B 2146AB with meter/desperation.
- 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 22B(1), 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C, 4B, 28C 28B otg 5C (corner)
- chain into 6C 4B 22B(1) 4B, dash 4B, dash 5A 2A 4B, 5A 2A 6C 4B 28C 28B corner. Above combo is more consistent, this is for showing off.
- Point blank 4A/5A 2A 4B 22A/B or 4A/5A 4B 22A/B. Setup into a true 50/50 for fandango. On hit 4B has enough hitstun the opponent is forced to block high or low, deflecting isn’t possible if cancelled into fandango immediately. Applies to ex mode as well.
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + 236A
- A + B + C + 2C + A + 2C + 6BC
- A + B + C + 2C + A + BC + A + 236B
Guard cancel
- 421D, 4B, dash 4B 236A. Use 4B 28C 28B if opponent is put in a corner
- 421D, 4B, dash 4B 2146AB (with desperation)
- 412D, 28C, 28B otg 5C (easiest)