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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | * Just like [[Project Justice/Akira | Akira]], Powered Akira has great damage across the board in comparison to most of the cast, but she has to work for it. | ||
* An unique stance with multiple routes, leading to incredible meterless damage. | |||
* Multiple launchers. | |||
|cons= | |cons= | ||
* | * Again, just like [[Project Justice/Akira | Akira]], she has stubby normals. | ||
* MUST stay in in order to be effective, as she's helpless against strong zoning and tools that prevent her from going in. | |||
* Losing access to [[Project Justice/Akira | Akira's]] {{b}} {{lp}} rekka as a tradeoff for gaining the stance. | |||
* Stance is useless as a neutral tool due to it's long startup and only effective as a Tardy Cancel to punish moves with bad recovery. | |||
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}} | }} |
Revision as of 10:13, 16 October 2021
(Lore info here)
Similar to Akira, Powered Akira has a similar gameplan, but with ever so slightly better damage across the board. Her big tradeoff: gone are the old 4 confirmable combo routes, and hello to her four new lengthy high-damage combo routes out of her (debatably impractical) Stance. She is also missing her Haten Mueishu super, but now instead has the Destruction Barrage Team-Up; dealing more damage than her previous Synchronized Kick Chain. While the increased damage is generally good, being unable to combo into Stance means many of her opportunities to implement those complex high-damage combo routes will be the result of a well-placed read or mixup. Thankfully, The tradeoffs make choosing between Akira and Powered Akira more a matter of preference- unlike the Batsu variants present in Project Justice.
{{#evt: service=youtube |id=https://youtu.be/ILJ9XpzhPm8 |urlargs=start=146&end=470&loop=1 |dimensions=480x320 }}
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