Difference between revisions of "The Last Blade 2/Akari Ichijo"
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! scope=row | Power | ! scope=row | Power | ||
| | | | ||
* | * 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 | ||
| | | | ||
* | * combos are more difficult than speed, 4B linked to 6C is needed for her stronger combos | ||
|- | |- | ||
! scope=row | Speed | ! scope=row | Speed | ||
| | | | ||
* | * 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. | |||
| | | | ||
* | * slower meter gain than power | ||
|- | |- | ||
! scope=row | EX | ! scope=row | EX | ||
| | | | ||
* | * 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. | |||
| | | | ||
* | * No meter gained for blocked normals, damage taken increased 1.3x | ||
|} | |} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S8/0 | |damage=P12/1 S8/0 | ||
|startup= | |startup=9 | ||
|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=9 | ||
|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
Line 85: | Line 85: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S16/0 | |damage=P26/3 S16/0 | ||
|startup= | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
Line 105: | Line 105: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P50/6 S23/0 | |damage=P50/6 S23/0 | ||
|startup= | |startup=P22 S18 | ||
|active=4 | |active=4 | ||
|recovery=29 | |recovery=29 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P24/4 S16/0 | |damage=P24/4 S16/0 | ||
|startup=3 | |startup=3 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup=12 | |startup=12 | ||
|active=4 | |active=4 | ||
|recovery=4 | |recovery=4 | ||
Line 165: | Line 165: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P17/2 S14/0 | |damage=P17/2 S14/0 | ||
|startup=9 | |startup=9 | ||
|active=7 | |active=7 | ||
|recovery=23 | |recovery=23 | ||
Line 174: | Line 174: | ||
|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=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup= | |startup=6 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 259: | Line 259: | ||
|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=10 | ||
|active=4-1-1-1-1 | |active=4-1-1-1-1 | ||
|recovery=48 | |recovery=48 | ||
Line 299: | Line 299: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P10/1 S9/0 | |damage=P10/1 S9/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
Line 319: | Line 319: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P19/2 S14/0 | |damage=P19/2 S14/0 | ||
|startup= | |startup=8f | ||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
Line 340: | Line 340: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P12/1 S11/0 | |damage=P12/1 S11/0 | ||
|startup=5 | |startup=5 | ||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P26/3 S19/0 | |damage=P26/3 S19/0 | ||
|startup= | |startup=12 | ||
|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=12 | ||
|active=2 | |active=2 | ||
|recovery=41 | |recovery=41 | ||
Line 467: | Line 467: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=33 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 474: | Line 474: | ||
|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 | ||
Line 520: | Line 520: | ||
|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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|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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|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P13 S12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 589: | Line 589: | ||
|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 596: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P17 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 606: | Line 607: | ||
|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 619: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 747: | Line 749: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 764: | Line 766: | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 781: | Line 783: | ||
|version=C | |version=C | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 804: | Line 806: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 25f | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 872: | Line 874: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup=P24/S25 | ||
|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= 14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 903: | Line 905: | ||
|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 | ||
Line 915: | Line 917: | ||
===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, 421C | * Dash A/B, 421C | ||
* 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 | ||
Line 928: | Line 930: | ||
===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 937: | Line 939: | ||
* whatever into 4B, 6C, dash 28C 28C 2146AB | * whatever into 4B, 6C, dash 28C 28C 2146AB | ||
===EX Mode | ===EX Mode=== | ||
* 2A 2A 28C(1) 2146AB | |||
* 5A 2B(1) BC, 632146B (corner only) | * 5A 2B(1) BC, 632146B (corner only) | ||
* 5A 2A 2B(1) 632146B | * 4A 5A 2A 2B(1) 632146B | ||
* 4A 5A 5A 632146B (easier than the above combo) | * 4A 5A 5A 632146B (easier than the above combo) | ||
* 5A 2A 4B 5A 6C 28C 28C 2146AB works | * 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 (bnb outside a corner) | * 5A, 2A, 2B(1), 4B, 5A, 2A, 2B(1), 6C dash 4B 236A (bnb outside a corner) 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. | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Revision as of 02:03, 25 May 2023
Overview
Placeholder. We could copy some of this stuff after review: http://wiki.shoryuken.com/Akari_(LB2)#Advanced_Strategy
Style | Strengths | Weaknesses |
---|---|---|
Power |
|
|
Speed |
|
|
EX |
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
4B |
---|
5C |
---|
6C |
---|
3B |
---|
8C |
---|
Special Taunt
Taunt Button |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
jA |
---|
jB |
---|
jC |
---|
j2C |
---|
Dashing
66A |
---|
66B |
---|
Universal Mechanics
Throw |
---|
Power
B+C |
---|
Speed
B+C |
---|
Speed Chain
A>A |
---|
A>B>C |
---|
Special Moves
Messianic Blast 236A/B |
---|
Astro-Revolve 28C |
---|
Rice Patty Demon Dicer 623X |
---|
Koumyou Gojuugo 421A/B/C |
---|
Pure Princess Parry 63214A |
---|
Changing Troll 63214B |
---|
Transforming Troll 63214C |
---|
Desperation Moves
Sextex Synthesis 2146AB |
---|
Super Desperation Moves
100 Demon Sabbath 632146B |
---|
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, 421C
- 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
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) 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.
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)