Ranma CRH/Akane: Difference between revisions

From SuperCombo Wiki
m (TheReflexWonder moved page Akane (CRH) to Ranma CRH/Akane without leaving a redirect: Fixing the link formatting.)
(No difference)

Revision as of 09:03, 8 August 2024

File:Akane.gif
's Character Select Portrait

Introduction

Moves List

Normal Moves

s.LP
s.HP
s.LK
s.HK
c.LP
c.HP
c.LK
c.HK
j.LP
j.HP
j.LK
j.HK

Throws

Back Roll - B / F + HP

Akane is unique in that she is the only character who can do a normal throw on an opponent at the closest possible distance. Weirdly, it opens up tick throw options unavailable to other characters when at point-blank range.

Command Normals

Dash Double Slap - LP + LK

An advancing two-hit attack. Quick start-up, covers good distance, does great stun damage, is slightly plus on block, and is cancelable on either hit (though the second hit can't be at max range or else it's not cancelable). Fantastic for pressure and combos. You can either go with the frame advantage it has naturally or cancel into Dash Wooden Mallet for a bit of chip without sacrificing too much positioning.

Special Moves

Catch Upper - HP + HK when close

Command grab that does little damage but has a very high stun value; it will usually dizzy the opponent by itself (but not always due to some stun randomness). Unlike her normal throw, this can't be used at the closest possible distance from the opponent. Good to sneak in during your regular block pressure, but not easy to get into range with due to Akane's slow walk speed.


Bag Giant Swing - Press P repeatedly

Knocks down on hit and can be steered left or right slightly. It has poor range vertical and horizontal range, and some characters can punish it on block or miss. Its primary use is for repeated chip damage when blocked up close, but you'd probably get more mileage out of her regular pressure game instead.


Dash Wooden Hammer - Hold B -> F + P

A fast horizontal attack. HP version has a slower startup but travels farther and deals more damage. This move has upper-body invincibility before Akane starts moving horizontally, so it can beat certain pokes and go through projectiles. The LP version's faster startup makes it her premier combo ender. Otherwise, use whichever one your spacing calls for.


Fierce Flying Shootdown - Hold D -> U + K

An anti-air jumping grab. Knocks down. Has poor horizontal range but excellent vertical range, so it's very good at stopping moves from directly above you. An option to keep in mind against characters that like to be in the air a lot.



Super Move

Dash Push-and-Shove - F, F + HP

Horizontal dashing attack that goes the same distance as HP Dash Wooden Mallet. Long start-up and recovery, poor hitboxes, and the damage isn't very good. Punishable on block. Seemingly no purpose compared to her great pressure options elsewhere.

Strategies

Overview

Basics

Zoning

Combos

j.HK -> [B] -> cr.HP xx LP + LK xx F + LP

Standard jump-in combo. Guaranteed dizzy and does about 50% if the whole combo hits, though sometimes opponents will be dizzied before the final hit and will only take 40%. While relatively simple, this is Akane's most powerful universal combo.


j.HK -> [B] -> cr.LK xx LP + LK xx F + LP

Standard jump-in unblockable combo. Even if the first hit is blocked, the rest of the combo is guaranteed to dizzy.


[B] + LK xx LP + LK xx F + LP

Useful ground combo, as LK has the best range of her cancelable normals. Guaranteed to dizzy if everything hits, but if you hit with the very tip of LK, you will be unable to cancel the second hit of Double Slap.


j.HK -> [B] -> cr.LP xx LP + LK -> cr.LP -> LP + LK -> F + LP

Extended jump-in combo that only works on Genma due to his wide hurtbox. Be careful about pressing LP too often, or you will cancel into Bag Giant Swing.

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups