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==Combos== | ==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 also Akane's most powerful combo that works on all characters.. | |||
'''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== | ==Match-ups== |
Revision as of 19:13, 7 August 2024
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, covers good distance, is safe on block, and is cancelable. Fantastic for pressure and combos.
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 also Akane's most powerful combo that works on all characters..
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.