Introduction
Moves List
Special Moves
Akari launches a blue fireball.
Akari leaps into the air swirling blue energy around her.
Akari disappears and uses her demon forces to drop her around her opponent.


version puts her behind the opponent.
version puts her directly above opponent.
Follow up with MeiRyu Mari Otoshi ( +
) so Akari can bounce back and do more damage
Follow up with MeiRyu Mari Houri ( +
) so Akari can move away safely after attack
Follow up with MeiRyu Houri ( +
) so Akari additionally stomps on opponent
Follow up with MeiRyu Mari Koroge (hold /
) so Akari moves away (A) or toward (B) opponent
Akari hits opponent with talisman, creating a temporary hex effect on opponent.
Akari puts her staff to the ground. If hit connects, a demon bell drops on her her opponent, exploding seconds later.
Akari fakes sleeping and awaits a counter. If opponent hits her as she "sleeps" she disappears and reappears above opponent to land on them.
Akari uses paper talisman to turn into her opponent (same character and power type).
Desperation Moves
Akari hops and hits to summon a demon centipede. If it hits, the centipede will come from the ground to carry opponent, while Akari rides the centipede on it's side.
Super Desperation Moves
The Basics
Combos
Power
Speed
EX
Advanced Strategy
Gameplay
She's best on speed, but she's also very good in power and EX mainly due to the fact that her anti-air game becomes much deadlier.
Akari's probably the most well rounded character in the game. She's got everything. Tons of mix-ups, a large fast moving fireball that can't be airblocked, a long range command throw, an air throw, lots of low to high links, she's quick, she can hit you on the ground from a full screen away, she's got one of the best cross-ups in the game, and her DM does ridiculous damage even though it's easy to combo into.
Her +
talisman is also quick and high priority with a long hit stun duration, and you can use her
+
to punish ground recoveries closer up. Her anti-air on power/EX is also extremely high priority, difficult to parry and can be super cancelled into her DM.
Then you have her effect talismans which are combo-able and can easily shift the momentum back toward your corner. Be wary though, people may begin moving very erratically if they don't figure out which controls are switched right away.
I can't really tell you how to play her specifically. You could play her as a zoner, or a pressure character or a mix, or whatever. Anything works with her really. Her only real weakness is that her air game isn't quite as good as Zantetsu, Lee, Amano or Kagami's and she can't do damage quite as easily as Amano can.
Don't know how useful her teleport is outside of chipping though, since it can be deflected and has a long recovery time. Plus it has the most obvious start-up animation in the world. You can otg with them though for style and style is important.
She has the most combo possibilities in this game and is generally a lot of fun to play as.