Difference between revisions of "The Last Blade 2/Akari Ichijo"
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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 | ||
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{{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 | ||
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{{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 | ||
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{{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 | ||
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|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 | ||
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{{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 | ||
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{{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 | ||
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{{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 | ||
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|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P13 S12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P17 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 749: | Line 749: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|version=C | |version=C | ||
|damage= | |damage= | ||
|startup= | |startup= P16 S15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 25f | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{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 905: | 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 930: | 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 942: | Line 942: | ||
* 2A 2A 28C(1) 2146AB | * 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 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. | * 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. | ||
Line 949: | Line 949: | ||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
* 2C (link) 28C | * 2C (link) 28C(1) 2146AB | ||
* 5A/5B, 632146B | * 5A/5B, 632146B | ||
* j.B, 6C, 4B 632146B (corner) | * j.B, 6C, 4B 632146B (corner) | ||
Line 956: | Line 956: | ||
===Speed=== | ===Speed=== | ||
* 4A 5A 5A 5B 6C | * 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, 4B, 2146AB | * 4A 5A 5A 5B 6C, dash 4B, 2146AB | ||
* 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 (bnb outside a corner) can end with 4B 2146AB with meter/desperation. | * 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)