Launch a poisonous bubble towards your opponent. Useful for checking your opponent from a distance, and poisons them if it hits.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Nightshade Pulse | 17 | -5 | -10 | 500 |
| OD Nightshade Pulse | 16 | D | 1 | 700 |
Evaluation
Launch a poisonous bubble towards your opponent. Useful for checking your opponent from a distance, and poisons them if it hits.
How to Use
Nightshade Pulse is A.K.I.'s primary zoning and oki tool. 214LP fires a slow bubble that gives A.K.I. frame advantage on block, and she can follow with Drive Rush to apply strike/throw pressure or cancel into 214LP→6P (Nightshade Chaser) to widen the bubble's coverage. The OD version (214PP) is faster and stronger. Used heavily in post-throw oki and to create poison-buildup pressure from mid-range.
How to Counter
214LP is a slow-moving projectile. The instant it's fired the round is on A.K.I.'s clock, but its total recovery is long enough that jumping pays well. OD (214PP) plays the same way for defense.
Follow-ups:
- 214LP→6P (Nightshade Chaser)
- 214PP→6P
Recommended counters
Vs 214LP
- Inside mid-range: see drive rush → invincible reversal, or bait the rush and neutral jump
- Outside mid-range: anti-air or late-reversal-blocked is a risk, but "do nothing" is worse — pick some answer
- A correctly-timed neutral jump can flip into a punish
- If neither jumping nor reversal works for your character, input parry before the bubble hits — your hurtbox shifts forward and breaks the connecting guard chain on the second hit
- That gap creates a window for an invincible reversal mind-game
- If the timing forces you to block, walk forward to block at close range rather than backing up
- It shortens A.K.I.'s frame advantage and makes her follow-up rush strike/throw incomplete
Spacing dictates the choice, but blocking close while ready for the rush is the safer default. Use parry to block — bigger guard hitbox, smaller frame deficit, and a bonus just-parry if you nail it.
Vs 214PP (OD)
- Same idea: walk forward into the block
- Vs 214PP → step → walk-up pressure, throws get hard to land — at that point parrying the 214LP recovery is fine
- Caveat: parrying 214LP gives you less guard pushback, so you become easier to throw
- Vs 214PP → raw drive rush: be ready to interrupt with Drive Reversal or an OD invincible
- If you don't walk forward to chip frames off, you don't have a window to interrupt — keep moving and watch what A.K.I. does

