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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. | * 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 | * 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 | * 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 | * 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. | * 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. | *DM has more horizontal range than power, allowing it to be combod into farther away. | ||
| | |cons= | ||
* slower meter gain than power | * slower meter gain than power | ||
}}</div> | |||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
! | {{ProConTable | ||
| | |pros= | ||
* 2A confirm to dm | * 2A confirm to dm | ||
* anti air is as big of a threat as power mode when she has meter/desperation | * 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. | * 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 | * 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 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
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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= | ||
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{{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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|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=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 | ||
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|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P12 S11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=C | |version=C | ||
|damage= | |damage= | ||
|startup= | |startup= P15 S14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|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= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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: 4B can be repeated indefinitely vs grounded opponent, (albeit difficultly) short dash forwards between 4B hits. | : 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 here is a link for power mode | * 2C, 28C 28B/C. 28C here is a link for power mode | ||
* j.B, 2B, 28C, 28C, 8C | * j.B, 2B, 28C, 28C, 8C | ||
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* Grounded portion of combos works from any jump in attack | * Grounded portion of combos works from any jump in attack | ||
* 28C 28D, j2C/jCD | * 28C 28D, j2C/jCD | ||
* 2Ax4 | |||
===Power Mode=== | ===Power Mode=== | ||
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* 4A 5A 2A 2B(1) 6C, 4B, 236A, 9CD (corner) | * 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. | * 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. |
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)