Akatsuki Blitzkampf/Akatsuki: Difference between revisions

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[[image:Movelist_akatsuki.jpg|frame|right|Akatsuki's official profile image]]
{{2 Column Flex|flex1=75|flex2=25|minwidth2=400px
 
|content2=
[[image:Movelist_akatsuki.jpg|410px|frame|right|Akatsuki's official profile image]]
[[File:Akatsuki-colors-lazy.gif|410px|thumb|right|Ausf Achse Colors 1-6]]
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%">
__TOC__
</div>
|content1=
== Background ==
== Background ==
[[image:Colors_akatsuki.jpg|frame|right|Akatsuki's pre-made colors]]
A high-ranking technical officer of the Imperial Army.
A high-ranking technical officer of the Imperial Army.
Just before the end of the war, he was presumed dead in the Arctic Ocean while transporting a new weapon from an allied nation.
Just before the end of the war, he was presumed dead in the Arctic Ocean while transporting a new weapon from an allied nation.
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== Introduction ==
== Introduction ==
Akatsuki is the main character of the game so it's no surprise that he is one of the fireball archetypes with a special moveset consisting of a fireball, uppercut, and flying kick. Following the tradition of many fireball archetypes, Akatsuki is a well-rounded character with moves for practically every situation. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. With his combo potential, high damage, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.
Akatsuki is the main character of the game so it's no surprise that he is one of the shotos with a special moveset consisting of a fireball, uppercut, and flying kick. Following the tradition of many shotos, Akatsuki is a well-rounded character with moves for practically every situation. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. With his combo potential, high damage, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.
 
'''Similar to:''' Ken, Mizoguchi, Ryo Sakazaki
 
{{ProConTable|width=100
|pros=
*'''Well Rounded''': Having a shoto-type kit, Akatsuki works well most matchups and scenarios, and is pretty easy to play as.
*'''Damage''': Akatsuki gets high damage and corner carry off any hit that isn't too far from the opponent, and can use his level 3 super to add a huge amount of damage to any confirm.
*'''Pressure''': Akatsuki has solid high/low with 6B, a plus on block overhead that leads into a full combo on hit. On top of this, he has good stagger pressure with more gattlings than other characters and a -2 blockstring ender with 214A.
*'''Meterless Reversal''': 22X is an invincible shoryuken that can be made safe on block with meter. 22A is also one of the fastest attacks in the game at 3 frames.
*'''Strong Pokes''': With f.5B and 2B, Akatsuki has some solid poking normals to use which are safe and confirm well. However, other more specialized characters have better pokes.
|cons=
*'''Weak Fullscreen Neutral''': Akatsuki lacks options to contest or fight once he's out of the mid-range. His fireball is fairly weak, especially compared to other characters with projectiles and anti-projectile tools, and he has no option to quickly close the distance. Even his farthest moving option, 214C, is unsafe without meter, low reward, and doesn't go as far as similar moves on other characters.
}}
 
''All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)''


== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Move list|content=
;Special Moves
:236A/B/C (EX, Air OK) - ''Denkoudan'': Fireball
:214A/B/C (EX, Air OK) - ''Tekkoukyaku'': Tatsu
:22A/B/C (EX OK) - ''Ningen Hakubou'': Shoryuken/DP
;Level 3 Super
:A+B+C - ''Kamikaze'': Extremely high damage and easy to confirm combo ender
;Unique Attacks
:6B, 6C, j.2C
}}
|content2=
{{Content Box|header=Stats & vitals|content=
*'''Armor Ratio''' = 1.000
*'''Armor Ratio''' = 1.000
*'''Forward Speed''' = 5.0 dots/f
*'''Backward Speed''' = 4.0 dots/f
*'''Jump Startup''' = 3F
*'''Backdash Duration''' = 18F
}}
|content3=
{{Content Box|header=Quick combo reference|content=
Basic BNB: 2A > 5B > 6C > j.A > j.B > 214C
Basic BNB #2: 2B > 5B > 214C (> 214B+C)
Metered BNB: 2A > 2B > 6C > j.A > j.B > 5B > A+B+C
Corner BNB: (6B >) 5A > 5B > 6C > 214A > cl.5C > dl.214A > 5A > 5B > (>214A OR 22C 2 hits > 236B+C/A+B+C)
Corner BNB #2: 2B > 5B > 214B > 2A > 5B > 214A > 2A > cl.B > 5B  (>214A OR 22C 2 hits > 236B+C/A+B+C)
Reflector: B+C > 214C
}}
}}
== Notes on Ausf. Achse ==
'''Universal Changes'''


None of these changes particularly affected Akatsuki.
'''Character Changes'''
6B is now an overhead hammer punch. Frame data and overall utility remains the same, but it won't hit OTG, can't low crush, and has a more obvious startup animation.
[https://wiki.gbl.gg/w/Akatsuki_Blitzkampf/Changelog/Ausf_Achse Complete Changelog]
}}
== Normal Moves ==
== Normal Moves ==
{{MoveData
{{MoveData
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   | advHit = KD
   | advHit = KD
   | advBlock = -8
   | advBlock = -8
   | description = A sweep kick. The startup isn't too bad but it seems to be a bit on the laggy side. It can go under some attacks so it's not really a horrible move.
   | description = A sweep kick. The startup isn't too bad and it's not that unsafe. However, it is incredibly stubby for a heavy normal, and there's few situations where you'd use it over '''2B'''. It can go under some moves but not enough to make it particularly worthwhile.
   }}
   }}
}}
}}
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   | advHit = +0
   | advHit = +0
   | advBlock = +0
   | advBlock = +0
   | description = A jumping knee attack with short range. This isn't really a good move to use in air-to-air situations because its range is short and the attack doesn't stay out that long. It is useful in juggle combos however.<br>This is also his nj.A.
   | description = A jumping knee attack with short range. This isn't really a good move to use in air-to-air situations because its range is short and the attack doesn't stay out that long. It is useful in juggle combos however.
   }}
   }}
}}
}}
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   | advHit = Variable
   | advHit = Variable
   | advBlock = Variable
   | advBlock = Variable
   | description = A downward jumping kick. This move has quite a large hitbox so it can cross the opponent up. It also stays out for a while and it hits at a nice angle making it a great jump-in
   | description = A downward jumping kick. This move has quite a large hitbox including behind, making it good for crossups. It also stays out for a while and it hits at a nice angle.
   }}
   }}
}}
}}
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   | advHit = Variable
   | advHit = Variable
   | advBlock = Variable
   | advBlock = Variable
   | description = The first half animation of an axe kick that hits upward. Comes out quickly and is cancellable but nothing special otherwise.
   | description = The first half animation of an axe kick that hits upward. Decent air to air that comes out quickly but nothing special otherwise.
   }}
   }}
}}
}}
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   | advHit = Variable
   | advHit = Variable
   | advBlock = Variable
   | advBlock = Variable
   | description = A jumping axe kick. This move does more damage than the previous two and it comes out relatively quick. It will slam an airborne opponent into the ground if it hits them. It doesn't seem to stay out as long as the j.B and I haven't really used it in air-to-air situations all that much. I'm guessing it might get beat out by attacks that come out faster.
   | description = A jumping axe kick. Among the best jump-ins in the game with huge range both vertically and horizontally, even beating some anti-airs. This move does more damage than the previous two and it comes out relatively quick. It will slam an airborne opponent into the ground if it hits them. Very good general use aerial.
   }}
   }}
}}
}}
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   | advHit = Variable
   | advHit = Variable
   | advBlock = Variable
   | advBlock = Variable
   | description = A spin kick performed while jumping in place. On hit, this attack will send the opponent flying across the screen and bounce them off the wall. Follow up with whatever juggle if this hits.
   | description = A spin kick performed while jumping in place. On hit, this attack will send the opponent flying across the screen and cause a wall bounce. Leads to mediocre juggles in midscreen and better juggles in the corner. Only really useful for punishing after baiting an option with neutral jump or occasionally for air to air.
   }}
   }}
}}
}}
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   | advBlock = +4
   | advBlock = +4
   | description = Akatsuki hops forward while performing a slower version of his j.C.  
   | description = Akatsuki hops forward while performing a slower version of his j.C.  
::*Since this move is an overhead, it is one of Akatsuki's greatest assets to his high-low game since it can either be chained from most of his ground normals or as a standalone attack.  
::*Since this move is an overhead, it gives Akatsuki one of the better high-low games. This is further supplemented by it's ability to be chained from most of his ground normals.
::*If the attack hits, Akatsuki can go straight into a combo by linking a 2A or 5C(c) (much harder) into a launcher for solid damage.  
::*If the attack hits, Akatsuki can go straight into a combo by linking a 2A or c.5C (much harder) into a launcher for very good damage.
::*Although it is safe on block, this move does carry some risk because it has no lower body invulnerability and he can be thrown out of it if spaced poorly.  
::*Being plus on block makes it useful even if the opponent reacts, as you get to keep your turn.
Note: in Ausf. Achse, this move was changed to the overhead chop now familiar to UNI Akatsuki players.
Note: in Ausf. Achse, this move was changed to the overhead chop now familiar to UNI Akatsuki players.
   }}
   }}
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   {{AttackData-ABK
   {{AttackData-ABK
   | damage = 1400~
   | damage = 1400~
   | guard = High
   | guard = High/Low
   | startup = 10
   | startup = 10
   | advHit = Launch
   | advHit = Launch
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   | description = Akatsuki dashes forward while performing a swift and powerful uppercut that will send the opponent flying vertically.  
   | description = Akatsuki dashes forward while performing a swift and powerful uppercut that will send the opponent flying vertically.  
::*This is probably the meat of Akatsuki's combos as it allows him to perform all sorts of damaging juggles either midscreen or close to the corner.  
::*This is probably the meat of Akatsuki's combos as it allows him to perform all sorts of damaging juggles either midscreen or close to the corner.  
::*Depending on how many hits preceded it, he can perform various combos that can send the opponent from halfscreen point into the corner with ease.
::*Performing it in a corner combo can lead to the damaging 214 loop.
::*Unlike its UNIB version, it cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open to punishment. As a result, this move is best utilized in combos.  
::*Unlike its UNIB version, it cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open to punishment. As a result, this move is best utilized in combos.  
   }}
   }}
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   | description = Akatsuki kneels down with his fist pointing downward as he moves up slightly and then straight down with great force.
   | description = Akatsuki kneels down with his fist pointing downward as he moves up slightly and then straight down with great force.


This move completely cancels any jump trajectory and can be used for baiting anti-air normals because of the slight delay at the beginning.
::*This move completely cancels any jump trajectory and can be used for baiting anti-air normals because of the slight delay at the beginning.
It can be chained into from various air normals for further effectiveness.
::*It can be chained into various air normals for further effectiveness.
::*Will generally be minus but safe on block thanks to the additional landing recovery.
::*Can be comboed off if it hits especially deep or meaty, although this is very situational and not easy.
::*Very annoying for most of the cast to punish due to it being hard to air to air, anti-air, or punish on block or whiff.
   }}
   }}
}}
}}
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   | advBlock = -15
   | advBlock = -15
   | description =
   | description =
::*'''B''' version hits twice ('''nj.C''' followed by '''nj.B''').
::*'''B''' version hits twice ('''nj.C''' followed by '''nj.B''').
::*Knocks up the opponent. You can juggle after it with 2A and combo after wards, though it's a tight link.
::*Incredibly unsafe but many opponents will miss the punish if they're expecting the third hit.
::*Knocks up the opponent. You can juggle after it with 2A and combo in the corner.
   }}
   }}
   {{AttackData-ABK
   {{AttackData-ABK
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   | description =
   | description =
::*'''C''' version hits thrice, ('''B''' version ending with a '''j.C''') and slams the opponent into the ground.
::*'''C''' version hits thrice, ('''B''' version ending with a '''j.C''') and slams the opponent into the ground.
::*The third hit is an overhead, and it's great for catching crouchers.
::*Good midscreen combo ender, although the oki isn't the best.
::*The third hit is an overhead, although anyone opponent that knows what they're doing won't be hit by it.
::*Travels fairly far forwards, allowing it to be used as a student forward attack option. However, it isn't nearly as effective as similar attacks on other characters.
::*Can be tked to reduce the startup and recovery, making it much more useful in neutral compared to the grounded version.
   }}
   }}
   {{AttackData-ABK
   {{AttackData-ABK
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::*It's not particularly useful in juggles because depending on how many hits you use before it, a lot of the hits will miss and you won't get a lot of damage out of it.  
::*It's not particularly useful in juggles because depending on how many hits you use before it, a lot of the hits will miss and you won't get a lot of damage out of it.  
::*You can use this move in the event that you land a random poke on the ground but are too far away to combo into his '''6C'''.
::*You can use this move in the event that you land a random poke on the ground but are too far away to combo into his '''6C'''.
::*The air versions ends instead with an axe kick that knocks the opponent into the ground, making it more consistent. However, it still does less damage.
   }}
   }}
}}
}}
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   | advHit = KD
   | advHit = KD
   | advBlock = -23
   | advBlock = -23
   | description = Akatsuki leaps vertically with his fist pointed upward.<br>This is your typical dragon punch move. It used to have more invincibility frames, but can still be used as an anti-air, reversal and in combos.
   | description = Akatsuki leaps vertically with his fist pointed upward.<br>This is your typical dragon punch move. It used to have more invincibility frames, but can still be used as an anti-air, reversal and in combos. Can be avoided by long and disjointed normals although these are few in number. Used as a combo ender for corner combos since it consistently combos when the juggle gravity is higher.
::*'''A''' version is a single hit.
::*'''A''' version is a single hit.
::*Completely invincible on startup.
::*Completely invincible on startup.
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   | description =
   | description =
::*'''B''' version hits twice.
::*'''B''' version hits twice.
::*1~4f invincible.
::*Completely invincible on startup.
   }}
   }}
   {{AttackData-ABK
   {{AttackData-ABK
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::*This can eat up to half of the guard gauge in case the opponent decides to block it on the air. Though, if they block it on the ground, you're as good as dead.
::*This can eat up to half of the guard gauge in case the opponent decides to block it on the air. Though, if they block it on the ground, you're as good as dead.
::*Comboable off '''214A'''.
::*Comboable off '''214A'''.
::*The last hit ends with an '''nj.C''' which induces a wall bounce.  
::*The last hit ends with an '''nj.C''' which induces a wall bounce. However, you can't combo off this since there's too much recovery.
::*However, there is a significant amount of recovery making it impossible to follow up.  
::*Does the most damage of his EX moves and it can be used on wakeup but use it wisely as it's really easy to parry and the opponent has all day to punish you as you land.
::*Does the most damage of his EX moves and it can be used on wakeup but use it wisely as it's really easy to parry and the opponent has all day to punish you as you land.
   }}
   }}
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::*This super is very damaging but it also gives the opponent quite a bit of meter as well.  
::*This super is very damaging but it also gives the opponent quite a bit of meter as well.  
::*If the initial hit is blocked, he will perform about 8 hits before stopping. The final hit pushes them back a bit so it looks relatively safe.  
::*If the initial hit is blocked, he will perform about 8 hits before stopping. The final hit pushes them back a bit so it looks relatively safe.  
::*Can followup after the wallbounce(distance dependent) [https://streamable.com/oefm0 [1]] [https://twitter.com/syngokusatsu/status/1200433813152600064 [2]]
::*Can followup after the wallbounce(distance dependent)
::*[https://twitter.com/Nagisa_ai/status/1101830057868181504 In the rare occasion that this super manages to OTG, he will perform the rest of the attacks and if the opponent blocks it, more often then not, the very last hit will break their guard.]
::*[https://twitter.com/Nagisa_ai/status/1101830057868181504 In the rare occasion that this super manages to OTG, he will perform the rest of the attacks and if the opponent blocks it, more often then not, the very last hit will break their guard.]
::*This is quite possibly one of the easiest level 3 attacks to insert into a combo. During a juggle or on the ground, your opponent will learn to fear your '''B''' normals once you've gained a level 3.
::*This is quite possibly one of the easiest level 3 attacks to insert into a combo. During a juggle or on the ground, your opponent will learn to fear your '''B''' normals once you've gained a level 3.
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|data =
|data =
   {{AttackData-ABK
   {{AttackData-ABK
   |damage = 389~
   |damage = 2000~
   |guard = Throw
   |guard = Throw
   |startup = 5
   |startup = 5
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   |advhit = KD
   |advhit = KD
   |advBlock = ---
   |advBlock = ---
   |description = Akatsuki throws the opponent straight into the ground below him. This throw can not be tech rolled.
   |description = Akatsuki throws the opponent straight into the ground below him. This throw can not be tech rolled. Akatsuki can perform an air action, such as '''j.236''' or '''j.214''' after it, although this has no real utility.
   }}
   }}
}}
}}
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== General Strategy ==
== General Strategy ==
'''[https://youtu.be/q0hKiDVqtLI zix's Akatsuki Guide video for Ausf. Achse & PC ABK.] This video is one of the best so far. Not only is the editing great, but it also has plenty of info that can actually help others.'''
=== Overview ===
=== Overview ===
In spite of having the movelist of a shoto, Akatsuki can not be played like one. He can not spam projectiles and wait for the opponent to jump at him so he can score an anti-air. The reflector system absolutely kills that style of play. However, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves allow him to punish mistakes on the fly with oftentimes devastating results.
In spite of having the movelist of a shoto, Akatsuki can not be played like one. He can not spam projectiles and wait for the opponent to jump at him so he can score an anti-air. The reflector system absolutely kills that style of play. However, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves allow him to punish mistakes on the fly with oftentimes devastating results.
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:* 5A (air blocked) -> dash -> throw
:* 5A (air blocked) -> dash -> throw


== Combos ==
=== Other Resources ===
'''Midscreen Combos'''
*'''2B5B -> 214C / 214+B+C / ABC''' ''or'' '''2B5B6C -> j.B, j.214C'''
:The most basic 214C confirm is also your only option outside of 6C range (e.g. tip 2B/5B range). The latter variation works at 6C tip range.


*'''[j.C] 2A5B6C -> j.A, j.B, -> land 214C'''
[https://youtu.be/dktSHQlEviY Funny jokes]
:An easy combo that does fair damage for no meter. To get the combo to work, pause slightly between the two jumping attacks. 214C upon landing does more damage than the air version. This is the basic template for most of Akatsuki's juggles.


*'''launch -> j.A, j.B -> land 5B/214A, ABC'''
== Combos ==
:Same combo as the one above although it ends in his level 3. His level 3 combos nicely off his B attacks both on the ground and in juggles, so use it if you need to make a comeback and establish some momentum.
=== Combo terminology ===
{| class="wikitable sortable" border="1" style="min-width: 300px; text-align: left"
|-
! style="width: 3em;" | Symbol!! | Meaning
|-
| > || Cancel from the previous move to the following move
|-
| land || The player must land
|-
| , || Link from the previous move to the following move
|-
| dl./delay || Delay before using the following move
|-
| nj.X || Neutral Jump
|-
| AA || Anti-Air, must hit an airborne opponent
|-
| [X] || Hold the input
|-
| (X) || Optional input
|-
| [X]*N || Repeat (sequence) N number of times
|}


*'''launch -> j.A, pause, AB'''
=== Midscreen combos ===
:Alternative to the basic meterless combo. This combo gives more momentum at the expense of damage. The more hits before the launcher, the wider the damage gap.
{| class="wikitable sortable" border="1" style="text-align: center"
|-
!! style="width: 35em;" | Combo !! Damage !! Video !! style="width: 45em;" | Notes
|-
|| 2B > 5B > 214C/214BC/ABC || 2239 || [https://youtu.be/G7k2x5p--IA Link] ||
The most basic 214C confirm is also your only option outside of 6C range (e.g. tip 2B/5B range)
|-
|| 2A > 5B > 6C, j.B > j.214C || 2212 || [https://youtu.be/cvkmr2f0bcw Link] ||
A variation of the previous combo that works at 6C tip range
|-
|| (j.C) > 2A > 5B > 6C, j.A > dl.j.B > land 214C || 2476 || [https://youtu.be/cYELh1Kw0FM Link] ||
An easy combo that does fair damage for no meter. To get the combo to work, pause slightly between the two jumping attacks. 214C upon landing does more damage than the air version. This is the basic template for most of Akatsuki's juggles
|-
|| (j.C) > 2A > 5B > 6C, j.A, j.B > 5B/214A > ABC || 6545 || [https://youtu.be/nigTYsjdmBk Link] ||
Same combo as the one above although it ends in his level 3. His level 3 combos nicely off his B attacks both on the ground and in juggles, so use it if you need to make a comeback and establish some momentum
|-
|| (j.C) > 2A > 5B > 6C, j.A, dl.Air Throw || 2142 || [https://youtu.be/_Cd1k9yzhe0 Link] ||
Alternative to the basic meterless combo. This combo gives more momentum at the expense of damage. The more hits before the launcher, the wider the damage gap
|-
|| 6B, 5A > 5B > 214C || 2580 || [https://youtu.be/de-EP-VrYJI Link] ||
Standard combo from the 6B overhead
|-
|| 6B, 5A > 6C, j.A, j.B > land 214C || 2888 || [https://youtu.be/_yUEPNuzMfI Link] ||
More damaging version of the one above
|-
|| 22C(2) > 236BC || 2598 || [https://youtu.be/_____ Link] ||
This is more of a way to have a safe wakeup attempt/deal guard damage in the corner. You can super cancel up to the second hit of the 22C but beware of reflector-happy opponents as you are unable to super cancel the attack if the 22C gets reflected at any point
|-
|| Reflector, 5B > 214C || - || [https://youtu.be/_____ Link] ||
Simple combo off the reflector. This works if you reflect the opponent's air attack or if you're in the air and you reflect the opponent's ground attack. '''ONLY WORKS IN VANILLA'''
|-
|| nj.C > Dash 5B > 214C || 2824 || [https://youtu.be/_____ Link] ||
nj.C lets you juggle afterwards
|}


*'''6B -> 5AB, 214C'''
=== Corner Combos ===
:Standard combo from the 6B overhead.
All of these combos can be finished with ABC instead of 236BC if you have enough meter, or with 22A instead of 22C if you have none. Damage values always assumes a 22C(1) > 236BC ender


*'''6B -> 5A6C -> j.A, j.B -> 214C'''
{| class="wikitable sortable" border="1" style="text-align: center"
:More damaging version of the one above.  
|-
!! style="width: 35em;" | Combo !! Damage !! Video !! style="width: 45em;" | Notes
|-
|| (j.C) > 5BB > 6C, nj.A, nj.C > land > j.A, j.B > land > 5BB > 22C(2) > 236BC || 4616 || [https://youtu.be/gQrSXnqo_b4 Link] ||
In the corner, Akatsuki can do longer and more damaging juggle combos. Be sure to super cancel the 22C on the second hit since 236BC does more damage on the ground than it does in the air
|-
|| (j.C) > 5BB > 6C, j.A, j.B > c.5C > dl.214A > {5A > 5BB > 22A}/{5A > 5B > 22C(2) > 236BC} || 4662 || [https://youtu.be/jHALUrV7gH8 Link] ||
214A juggle that also works slightly further away from the corner. Use f.5B if not in c.5C range
|-
|| (j.C) > c.5C > 6C, 214A, c.5C > dl.214A > 5A > 5BB > 22C(2) > 236BC || 5635 || [https://youtu.be/rR1LN5o8j0M Link] ||
This combo is the 214A loop. It requires a bit of timing and precision but is among one of the most damaging corner combos he has. Use f.5B instead of c.5C if you're not close enough, the combo still works
|-
|| 2A > 2B > 5B > 214B, 2A > 5B > 214A, 5A > 5BB > 22C(2) > 236BC || 4475 || [https://youtu.be/NKSr4yXwRk4 Link] ||
A shortened version of the 214A loop that can be setup from outside of the corner. Use this if you are out of range to land his 6C launcher. The 2A after 214B is a fairly tight link
|-
|| Reflector, 5B > 214A, 5B > 22C(2) > 236BC) || - || [https://youtu.be/_____ Link] ||
A longer combo that does more damage than the midscreen reflector combo. This one can do upwards of about ~3000+ damage which isn't bad off a reflector
|-
|| 22C(2) > 236BC, 2A > 5BB > 22A || 3474 || [https://youtu.be/xzxyUG1nfnE Link] ||
For when your guard break setup catches mashing
|-
|| 22C(1) > 236BC, 5B > 214A, 2A > 5BB > 22A || 3383 || [https://youtu.be/oGblUZ7nsRM Link] ||
A variation of the previous combo for when only the first hit of 22C was blocked
|}


*'''22C(2), 236+B+C'''
=== Ausf Achse Combos ===
:This is more of a way to have a safe wakeup attempt/deal guard damage in the corner. You can super cancel up to the second hit of the 22C but beware of reflector-happy opponents as you are unable to super cancel the attack if the 22C gets reflected at any point.
This will only lists combos that changed.


*'''(reflector) 5B, 214C'''
'''Reflector Combos'''
:Simple combo off the reflector. This works if you reflect the opponent's air attack or if you're in the air and you reflect the opponent's ground attack.
{| class="wikitable sortable" border="1" style="text-align: center"
 
|-
*'''8j.C -> 66 5B 214C'''
!! style="width: 35em;" | Combo !! Damage !! Video !! style="width: 45em;" | Notes
:nj.C lets you juggle afterwards.
|-
 
|| Reflector, 214C || 1385 || [https://youtu.be/FcSOCPIFTt0 Link] ||
'''Corner Combos'''
Basic easy reflector combo
 
|-
All of these combos can be finished with A+B+C instead of 236+B+C if you have enough meter, or with 22A instead of 22C if you have none.
|| Reflector, 5B > ABC || 4587 || [https://youtu.be/kjFR0yquPRI Link] ||
 
Level 3 confirm combo. Does underwhelming damage but it's great for finishing off opponents
*'''[j.C] 5BB6C -> j.8A, j.8C -> j.A, j.B -> 5BB,22C -> 236+B+C'''
|-
:In the corner, Akatsuki can do longer and more damaging juggle combos. Be sure to super cancel the 22C on the second hit since the 236+B+C super does more damage on the ground than it does in the air.
|| Reflector, 5B > 214A, 2A > 2B > 22C || 2055 || [https://youtu.be/F8Oc0Pcb-Q4 Link] ||
 
Corner reflector combo. Not nearly as good as being able to do a full loop but it's nice to do
*'''[j.C] 5BB6C -> j.A, j.B -> 5C(c), (delay)214A -> (5ABB 22A) OR (5AB 22C -> 236+B+C)'''
|-
:214A juggle that also works slightly further away from the corner. Use f.B if not in 5C(c) range.
|| Air Reflector, 5C > 214C || 1447 || [https://youtu.be/BMl-0opU4pA Link] ||
 
Air reflector gives a better launch, allowing this combo to work. Works with both f.5C and c.5C
*'''[j.C] 5C(c)6C, 214A -> 5C(c), (delay)214A -> 5ABB, 22C -> 236+B+C'''
|}
:This combo is the 214A loop. It requires a bit of timing and precision but is among one of the most damaging corner combos he has. Use f.B instead of 5C(c) if you're not close enough, the combo still works. See it [http://www.youtube.com/watch?v=fh5FiPOGxKs here.]
 
*'''2AB5B -> 214B -> 2A5B -> 214A -> 5ABB,22C -> 236+B+C
:A shortened version of the 214A loop that can be setup from outside of the corner. Use this if you are out of range to land his 6C launcher. The 2A after 214B is a fairly tight link.
 
*'''(reflector) 5B, 214A -> 5B, 22C, 236+B+C'''
:A longer combo that does more damage than the midscreen reflector combo. This one can do upwards of about ~3000+ damage which isn't bad off a reflector.
 
*'''22C(2), 236+B+C -> 2A5BB 22A''' (OR) '''22C(1), 236+B+C -> 5B 214A -> 2A5BB 22A'''
:For when your guard break setup catches mashing.


== Frame Data ==
== Frame Data ==
Line 696: Line 836:


== Trivia ==
== Trivia ==
[[Image:Intro_akatsuki.jpg|frame|left|Akatsuki's Intro]]
[[Image:Intro_akatsuki.jpg|frame|left|Akatsuki's Intro]] <!-- Let's move this to the story page soon. -->
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Akatsuki's Story
('''it's a pretty rough translation done way back in 2008, feel free to edit''' - ''nekich'')
 
  Prologue:
  紀元二六六X年… '''Year 266X A.D.'''
  前大戦末期、同盟国から '''At the end of the previous War, during the transportation'''
  新兵器を輸送中に '''of a new military unit from an allied country'''
  北極海が突如浮上した '''From a suddenly surfaced in Arctic ocean sub,'''
  その中から現れたのは '''appears'''
  技術研究のため派遣された '''an ex military officer of the imperial army Akatsuki,'''
  旧帝国陸軍技官アカツキであった '''sent for a technological research'''
  冬眠制御によって '''thanks to hibernation control'''
  平世紀の間年き長らえた彼は '''he lived through the whole Heisei era '''
  覚醒と同時に '''and awaken and at the same time he'''
  残された任務を再開する… '''resumes an abandoned mission'''
 
  Marilyn pre-battle:
  <上海港>''' Shanghai Harbor'''
  大陸を南下するアカツキに '''As Akatsuki travels south continent'''
  電光機関を狙うマフィアの '''an assassin who wants to steal'''
  兇手が待ち受ける… '''the Blitz Engine awaits him'''
 
  Wei pre-battle:
  <上海臨港新城> '''Walls facing the Shanghai Harbor (Xinsheng)'''
  中国最大のマフィア・黒手会 '''From the chinese largest mafia, the Black Hand,'''
  大陸最強と謳われた兇手が '''an assassin, admired as the strongest one,'''
  アカツキの前に立ち塞がった '''stands in Akatsuki's way'''
 
  Kanae pre-battle:
  <富士・陸軍研究所跡> '''Mt Fuji - Military Research Lab Ruins'''
  帰国したアカツキを '''Akatsuki, returned to his country,'''
  待ち受けていたのは '''is awaited by a ground special task operative'''
  任務解除命令を持つ '''who holds the cancellation orders'''
  陸幕の特殊工作員だった…
 
  Fritz pre-battle
  <富士ヶ嶺> '''Mt Fuji Peak'''
  遂に現れた使者は '''Finally, the messenger is seen,'''
  かっての同僚、不律だった '''the former colleague, Fritz'''
  平世紀の時を経て '''Hell that passed over the Heisei era'''
  地獄の釜は再び開く… '''breaks loose once more'''
 
  Fritz encounter:
  ア:不律…達者のようだな '''Fritz...doesn't look like you're in good health.'''
  不:…気付いてあったか '''You noticed, huh?'''
  ア:研究所に行けば '''decided that if i'm going to the research lab'''
    必ず接触があると踏んだ '''there is always a contact. '''
  不:あの状況でよく生き延びた''' Hm, in those circumstances you've survived well enough'''
    と言いたい所じゃが… ''' to want to talk about that place...'''
  ア:やはり何か知ってりるのか… ''' So you know something...?'''
 
  Sai pre-battle:
  <香港・銅鑼湾> '''Hong Kong - Causeway Bay (To'ng luo' Wa-n) '''
  再び大陸へ向かうアカツキに '''Once again travelling to continent'''
  接触するエージェント・塞 '''Akatsuki is contacted by an agent - Sai.'''
  彼もまた電光機関を '''And he too seeks for the Blitz Engine...'''
  狙っていた…
 
  Anonym pre-battle:
  <香港・神聖クラブ教会> '''Hong Kong - Church of the Sacred Club'''
  修道女姿のエージェントは '''A figure of a nun agent'''
  神の名を唱えながら '''while chanting the name of God'''
  銀の引鉄に指をかけた… '''puts fingers upon silver metal'''
 
  E-Soldat pre-battle:
  <チベット・ツァンポ峡谷>''' Thibet - Tsuanpo ravine'''
  第三帝国最大の研究機関 '''The largest research facility of the Third Reich, '''
  秘密結社「ゲゼルシャフト」''' a secret society "Gesseleschaft"'''
  戦後、彼らはアジアの秘境に '''Postwar, they have amassed in this base,'''
  その拠点を築いていた… '''in this secluded part of Asia'''
 
  Adler encounter:
  アド:侵入者…誰かと思えば'''Intruder...Come to think of it,'''
      死に損ないのサルではないか '''aren't you that monkey who escaped death?'''
  アカ:親衛隊か… '''Bodyguard?'''
      そこをだけ '''only here?'''
  アド:フ… '''Hmph...'''
      俺は衛兵のようにはいかんぞ '''My duty is that of a ''sentinel''.'''
 
  Perfecti pre-battle:
  <ペルフェクティ祭壇> '''Altar of Perfecti'''
  ゲゼルシャフト基地の中枢 '''The center of Gesselschaft base.'''
  そこには「完全者」と名乗る '''Here, announcing herself as a "Perfect One",'''
  少女が立っていた… '''a young lady stands up.'''
 
  Blitztank pre-battle:
  <ゲゼルシャフト兵器工廠> '''Gesselschaft Armory'''
  大戦末期に開発を中止された '''It's development was cancelled at the end of the war,'''
  禁断の決戦兵器… '''a prohibited last-resort weapon.'''
  ゲゼルシャフトは既に '''Gesselschaft has already'''
  その復元を完了していた '''completed its restoration'''
 
  Murakumo pre-battle:
  <電光機関> '''Blitz Engine'''
  基地最深部で稼働する '''In the very depths of the base,'''
  巨大な電光機関 '''a huge working Blitz Engine.'''
  そこで待っていた者は… '''A person waiting here is...'''
 
  Murakumo encounter:
  ア:何故お前が'''Why are ''you'' here?'''
    こんな所にいる
  ム:それはこっちの台詞だ '''Those are my words,'''
    試製一號… '''Experiment 1'''
  ア:「任務二失敗セシ時八 '''"When mission fails twice,'''
    電光機関ヲ総テ破壊セヨ」'''Destroy all 8 Blitz Engines!"'''
    お前の命令だったな '''weren't those ''your'' orders?'''
    「アカツキ零號」よ'''Akatsuki Zero?!'''
  ム:まさか生還する者がいるとは '''Well, i've never expected you'''
    思っていなかったのでな '''to return alive'''
  ア:やはり全滅を承知で '''So the North Pole route was picked'''
    北極航路をとらせたのか… '''knowing it would lead to destruction?'''
  ム:無限の電力で装甲を溶かし '''Melting armor with the infinite power of electricity,'''
    電子兵器を無力化する… '''disabling electronic weapons...'''
    電光機関を独占した我らが '''After monopolyzing the Blitz Engine'''
    最終戦争に勝利し '''I will win the final war'''
    新世界秩序における '''and within the New World Order'''
    「現人神」となるのだ'''will become the human God.'''
  ア:世迷言を…''' Nonsense...'''
    電光機関は全て破壊する'''I'll destroy all of the Blitz Engine.'''
  ム:ほう…やる気か''' Oh..are you willing to?'''
    完成なったこの六〇式… '''This sixties model? That has reached perfection?..'''
    旧式の貴様に勝機は無い ''' You, the old type, cannot win'''
 
  Epilogue:
  ム:グハァッ!… '''Gahh!.. Hah....hah....'''
    ハァッ…ハァッ…ハァッ…
  ア:やはりその白髮 '''So, this white hair'''
    結果は分かっていた筈だ '''Should've realised the consequences'''
  ム:否…この死の力…私は… '''No...this power of death....i've...'''
    …乗り越え…た…  '''over...came...'''
  ア:人は神でも機械でもない… '''Human is neither a god nor a machine...'''
    これで終わりだ '''It ends here.'''
 
  紀元二六六X年X月… '''266X A.D. month X'''
  チベット奥地で大規模な '''A large Tibetan hinterland had collpased'''
  崩落事故が発生した
  名国の調査隊が派遣されるも '''A group sent to investigate'''
  巨大な岩塊以外に '''couldn't find anything except rocks...'''
  何も発見する事は
  出来なかった…


{{ABK}}
{{ABK}}

Latest revision as of 03:54, 7 January 2023

Background

A high-ranking technical officer of the Imperial Army. Just before the end of the war, he was presumed dead in the Arctic Ocean while transporting a new weapon from an allied nation. Half a century later, he returned looking exactly the same and, having now superhuman abilities, he resumes his mission. (from character selection screen)

Read the translation of his arcade mode!

Introduction

Akatsuki is the main character of the game so it's no surprise that he is one of the shotos with a special moveset consisting of a fireball, uppercut, and flying kick. Following the tradition of many shotos, Akatsuki is a well-rounded character with moves for practically every situation. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. With his combo potential, high damage, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.

Similar to: Ken, Mizoguchi, Ryo Sakazaki


Strengths Weaknesses
  • Well Rounded: Having a shoto-type kit, Akatsuki works well most matchups and scenarios, and is pretty easy to play as.
  • Damage: Akatsuki gets high damage and corner carry off any hit that isn't too far from the opponent, and can use his level 3 super to add a huge amount of damage to any confirm.
  • Pressure: Akatsuki has solid high/low with 6B, a plus on block overhead that leads into a full combo on hit. On top of this, he has good stagger pressure with more gattlings than other characters and a -2 blockstring ender with 214A.
  • Meterless Reversal: 22X is an invincible shoryuken that can be made safe on block with meter. 22A is also one of the fastest attacks in the game at 3 frames.
  • Strong Pokes: With f.5B and 2B, Akatsuki has some solid poking normals to use which are safe and confirm well. However, other more specialized characters have better pokes.
  • Weak Fullscreen Neutral: Akatsuki lacks options to contest or fight once he's out of the mid-range. His fireball is fairly weak, especially compared to other characters with projectiles and anti-projectile tools, and he has no option to quickly close the distance. Even his farthest moving option, 214C, is unsafe without meter, low reward, and doesn't go as far as similar moves on other characters.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX, Air OK) - Denkoudan: Fireball
214A/B/C (EX, Air OK) - Tekkoukyaku: Tatsu
22A/B/C (EX OK) - Ningen Hakubou: Shoryuken/DP
Level 3 Super
A+B+C - Kamikaze: Extremely high damage and easy to confirm combo ender
Unique Attacks
6B, 6C, j.2C
Stats & vitals

  • Armor Ratio = 1.000
  • Forward Speed = 5.0 dots/f
  • Backward Speed = 4.0 dots/f
  • Jump Startup = 3F
  • Backdash Duration = 18F
Quick combo reference

Basic BNB: 2A > 5B > 6C > j.A > j.B > 214C

Basic BNB #2: 2B > 5B > 214C (> 214B+C)

Metered BNB: 2A > 2B > 6C > j.A > j.B > 5B > A+B+C

Corner BNB: (6B >) 5A > 5B > 6C > 214A > cl.5C > dl.214A > 5A > 5B > (>214A OR 22C 2 hits > 236B+C/A+B+C)

Corner BNB #2: 2B > 5B > 214B > 2A > 5B > 214A > 2A > cl.B > 5B (>214A OR 22C 2 hits > 236B+C/A+B+C)

Reflector: B+C > 214C

Notes on Ausf. Achse

Universal Changes

None of these changes particularly affected Akatsuki.

Character Changes

6B is now an overhead hammer punch. Frame data and overall utility remains the same, but it won't hit OTG, can't low crush, and has a more obvious startup animation.


Complete Changelog

Normal Moves

5A
ABK-Akat-5A.png
ABK-Akat-5AA.png
5AA
5AA
Version Damage Guard Startup Adv Hit Adv Block
5A 500~ High/Low 4 +0 +0

A quick jab that is cancellable and can chain into a lot of his other ground normals.

5AA 797~ High/Low 4 +0 +0

5A's followup. Unlike the Under Night version, this one doesn't move Akatsuki forward, so it's very unlikely to hit the opponent from a whiffed 5A. Damage refers to the two, alone it deals 400~ damage.

5B (close)
ABK-Akat-5B.png
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 -4 -6

A quick hitting uppercut. Doesn't have much range but it comes out rather fast and is great for starting combos off jump-ins.

5B (far)
ABK-Akat-5BB.png
Tippytoes
Tippytoes
Damage Guard Startup Adv Hit Adv Block
900~ High/Low 7 -3 -5

Note: can also be inputted as 5BB after a cl.5B.
A standing toe kick to the midsection. Has pretty good range and decent recovery which works great for spacing.

5C (close)
ABK-Akat-5C-close.png
Damage Guard Startup Adv Hit Adv Block
1500~ High/Low 6 +0 -4

A powerful knee strike and your best starter for punishes/post-guard break. This move does quite a bit of damage and it can chain into his 6C launcher. It comes out relatively fast and works great in corner juggles.
You're gonna be seeing this a lot after jump-ins.

5C (far)
ABK-Akat-5C-far.png
Damage Guard Startup Adv Hit Adv Block
1400~ High/Low 8 KD -8

A standing kick that hits above and in front of his head. Can be chained into from his B attacks and can act as an anti-air against various jump-ins.

2A
ABK-Akat-2A.png
ABK-Akat-2AA.png
Version Damage Guard Startup Adv Hit Adv Block
2A 400~ High/Low 4 +1 +1

The same as his 5A except performed while crouching and does less damage.

2AA 623~ High/Low 4 +0 +0

The same as his 5AA, except crouched and does less damage. It also is unlikely to hit from a whiffed 2A.
Damage refers to the paired version, on its own it deals 300~ damage.

2B
ABK-Akat-2B.png
Damage Guard Startup Adv Hit Adv Block
800~ Low 7 -3 -5

A crouching side kick. This move has good range and speed making it a great move for playing footsies. It can chain into his 5B making it easier to hit confirm for combos.

2C
ABK-Akat-2C.png
Damage Guard Startup Adv Hit Adv Block
1200~ Low 9 KD -8

A sweep kick. The startup isn't too bad and it's not that unsafe. However, it is incredibly stubby for a heavy normal, and there's few situations where you'd use it over 2B. It can go under some moves but not enough to make it particularly worthwhile.

j.A
ABK-Akat-jA.png
Damage Guard Startup Adv Hit Adv Block
500~ High 4 +0 +0

A jumping knee attack with short range. This isn't really a good move to use in air-to-air situations because its range is short and the attack doesn't stay out that long. It is useful in juggle combos however.

j.B
ABK-Akat-jB.png
Damage Guard Startup Adv Hit Adv Block
1000~ High 6 Variable Variable

A downward jumping kick. This move has quite a large hitbox including behind, making it good for crossups. It also stays out for a while and it hits at a nice angle.

nj.B
ABK-Akat-njB.png
Damage Guard Startup Adv Hit Adv Block
900~ High 5 Variable Variable

The first half animation of an axe kick that hits upward. Decent air to air that comes out quickly but nothing special otherwise.

j.C
ABK-Akat-jC.png
Get used to this sprite. You'll see it here a lot.
Get used to this sprite. You'll see it here a lot.
Damage Guard Startup Adv Hit Adv Block
1500~ High 9 Variable Variable

A jumping axe kick. Among the best jump-ins in the game with huge range both vertically and horizontally, even beating some anti-airs. This move does more damage than the previous two and it comes out relatively quick. It will slam an airborne opponent into the ground if it hits them. Very good general use aerial.

nj.C
ABK-Akat-njC.png
Damage Guard Startup Adv Hit Adv Block
1400~ High 7 Variable Variable

A spin kick performed while jumping in place. On hit, this attack will send the opponent flying across the screen and cause a wall bounce. Leads to mediocre juggles in midscreen and better juggles in the corner. Only really useful for punishing after baiting an option with neutral jump or occasionally for air to air.

Command Normals

兜割リ - Kabuto Wari
6B
ABK-Akat-6B.png
Damage Guard Startup Adv Hit Adv Block
1200~ High 21 +6 +4

Akatsuki hops forward while performing a slower version of his j.C.

  • Since this move is an overhead, it gives Akatsuki one of the better high-low games. This is further supplemented by it's ability to be chained from most of his ground normals.
  • If the attack hits, Akatsuki can go straight into a combo by linking a 2A or c.5C (much harder) into a launcher for very good damage.
  • Being plus on block makes it useful even if the opponent reacts, as you get to keep your turn.

Note: in Ausf. Achse, this move was changed to the overhead chop now familiar to UNI Akatsuki players.

顎割リ - Agito Wari
6C
ABK-Akat-6C.png
Miss this and you're dead
Miss this and you're dead
Damage Guard Startup Adv Hit Adv Block
1400~ High/Low 10 Launch -16

Akatsuki dashes forward while performing a swift and powerful uppercut that will send the opponent flying vertically.

  • This is probably the meat of Akatsuki's combos as it allows him to perform all sorts of damaging juggles either midscreen or close to the corner.
  • Unlike its UNIB version, it cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open to punishment. As a result, this move is best utilized in combos.
瓦割リ - Kawara Wari
j.2C
ABK-Akat-j2C.png
Can you call this a divekick?
Can you call this a divekick?
Damage Guard Startup Adv Hit Adv Block
1600~ High 4 Variable Variable

Akatsuki kneels down with his fist pointing downward as he moves up slightly and then straight down with great force.

  • This move completely cancels any jump trajectory and can be used for baiting anti-air normals because of the slight delay at the beginning.
  • It can be chained into various air normals for further effectiveness.
  • Will generally be minus but safe on block thanks to the additional landing recovery.
  • Can be comboed off if it hits especially deep or meaty, although this is very situational and not easy.
  • Very annoying for most of the cast to punish due to it being hard to air to air, anti-air, or punish on block or whiff.

Special Moves

電光弾 - Denkoudan
236 A/B/C/B+C (Air OK!)
ABK-Akat-236X.png
ABK-Akat-j236X.png
Hadouken!
Hadouken!
Version Damage Guard Startup Adv Hit Adv Block
A 1000~ High/Low 10 -8 -12

Akatsuki fires a purple orb of electricity that travels the entire screen, in variable speeds.
Aerial versions share the same properties, though they travel in a 45° angle, deal less damage and have one extra frame of startup.

  • A version is the slowest.
B 1100~ High/Low 11 -7 -11
  • B version is 1.5 times faster than A.
C 1100~ High/Low 12 KD -10
  • C version is twice as fast as A.
  • Knocks down, allowing for safe approach - given the opponent doesn't Reflect it.
EX 2460~ High/Low 13 KD +0
  • Akatsuki fires 4 C fireballs that knock down the opponent.
  • Fairly easy to reflect, use with caution.
  • Its primary use is for ending combos but it may come in handy for the occasional projectile war.
徹甲脚 - Tekkoukyaku
214 A/B/C/B+C (Air OK!)
ABK-Akat-214A.png
Che-
Che-
ABK-Akat-214B.png
Che-
Che-
ABK-Akat-214C.png
Chesto!
Chesto!
Version Damage Guard Startup Adv Hit Adv Block
A 1000~ High/Low 11 +0 -2

Akatsuki performs a series of jumping kicks while moving forward.
All kicks can avoid low attacks.
Aerial versions all have 8 startup and deal less damage (A: 800~; B: 1045~; C: 1339~).

  • A version is a single 8C-like hit.
  • Safe on block, though somewhat short on reach.
  • Can be used as a juggle combo tool. Read more in the combo section.
B 1391~ High/Low - High/Low 11 KD -15
  • B version hits twice (nj.C followed by nj.B).
  • Incredibly unsafe but many opponents will miss the punish if they're expecting the third hit.
  • Knocks up the opponent. You can juggle after it with 2A and combo in the corner.
C 1781~ High/Low - High/Low - High 12 KD -14
  • C version hits thrice, (B version ending with a j.C) and slams the opponent into the ground.
  • Good midscreen combo ender, although the oki isn't the best.
  • The third hit is an overhead, although anyone opponent that knows what they're doing won't be hit by it.
  • Travels fairly far forwards, allowing it to be used as a student forward attack option. However, it isn't nearly as effective as similar attacks on other characters.
  • Can be tked to reduce the startup and recovery, making it much more useful in neutral compared to the grounded version.
EX 3174~ High/Low 13 KD -25

Akatsuki repeats his A Tekkoukyaku 6 times, and finishes off with a B Tekkoukyaku. Good damage.

  • Can be comboed off of just about every cancellable ground normal that he has.
  • It's not particularly useful in juggles because depending on how many hits you use before it, a lot of the hits will miss and you won't get a lot of damage out of it.
  • You can use this move in the event that you land a random poke on the ground but are too far away to combo into his 6C.
  • The air versions ends instead with an axe kick that knocks the opponent into the ground, making it more consistent. However, it still does less damage.
人間迫砲 - Ningen Hakubou
22 A/B/C/B+C
ABK-Akat-22A.png
ABK-Akat-22B.png
ABK-Akat-22C.png
It's no shoryuken but it's cute anyways.
It's no shoryuken but it's cute anyways.
Version Damage Guard Startup Adv Hit Adv Block
A 1400~ High/Low 3 KD -23

Akatsuki leaps vertically with his fist pointed upward.
This is your typical dragon punch move. It used to have more invincibility frames, but can still be used as an anti-air, reversal and in combos. Can be avoided by long and disjointed normals although these are few in number. Used as a combo ender for corner combos since it consistently combos when the juggle gravity is higher.

  • A version is a single hit.
  • Completely invincible on startup.
B 1663~ High/Low 4 KD -32
  • B version hits twice.
  • Completely invincible on startup.
C 1878~ High/Low 5 KD -39
  • C version hits thrice and is completely invincible on startup.
EX 3517~ High/Low 5 KD -50

Akatsuki performs his C Hakubou and finishes it with his 3 aerial kicks.

  • This can eat up to half of the guard gauge in case the opponent decides to block it on the air. Though, if they block it on the ground, you're as good as dead.
  • Comboable off 214A.
  • The last hit ends with an nj.C which induces a wall bounce. However, you can't combo off this since there's too much recovery.
  • Does the most damage of his EX moves and it can be used on wakeup but use it wisely as it's really easy to parry and the opponent has all day to punish you as you land.

Super Move

神風 - Kamikaze
A+B+C
ABK-Akat-ABC.png
ABK-Akat-Kamikaze.png
5AA c.5B c.5C f.5B f.5C 6B 2AA 2B 2C c.5B 6C 236 BOOM
5AA c.5B c.5C f.5B f.5C 6B 2AA 2B 2C c.5B 6C 236 BOOM
Damage Guard Startup Adv Hit Adv Block
5528~ High/Low 15 (40f flash) KD -20

Akatsuki rushes forward and if the initial hit connects, he will perform a barrage of punches and kicks which end in a powerful energy blast that bounces the opponent off the wall.

Universal Mechanics

Throws

Ground Throw
4/5/6 A+B
ABK-Akat-AB.png
Bzzt
Bzzt
Damage Guard Startup Adv Hit Adv Block
2000~ Throw 5 - ---

Akatsuki grabs the opponent and discharges them with an electric blast. The opponent can tech roll the throw upon landing.

Air Throw
j.4/5/6 A+B
ABK-Akat-jAB.png
Damage Guard Startup Adv Hit Adv Block
2000~ Throw 3 - ---

Akatsuki throws the opponent straight into the ground below him. This throw can not be tech rolled. Akatsuki can perform an air action, such as j.236 or j.214 after it, although this has no real utility.

Reflector

Standing Reflector
5B+C
ABK-Akat-5BC.png
It's just a thicc 5A.
It's just a thicc 5A.
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 7 KD +3

Akatsuki throws forward a jab that launches the opponent, leading to simple combos in the corner or be cancelled into 214C for easy momentum.

Crouching Reflector
2B+C
ABK-Akat-2BC.png
Damage Guard Startup Adv Hit Adv Block
400~ Low 7 KD +3

Akatsuki does the same animation as his 2B, but this time it launches the opponent. Though followup value is about the same of his 5BC reflector.

Jumping Reflector
j.B+C
ABK-Akat-jBC.png
Damage Guard Startup Adv Hit Adv Block
500~ High (Low?) 7 KD +3

Akatsuki performs his j.A, and does a pretty high juggle. Has potential to start 214A loops, though it's a bit tighter to finish with a Kamikaze.

General Strategy

zix's Akatsuki Guide video for Ausf. Achse & PC ABK. This video is one of the best so far. Not only is the editing great, but it also has plenty of info that can actually help others.

Overview

In spite of having the movelist of a shoto, Akatsuki can not be played like one. He can not spam projectiles and wait for the opponent to jump at him so he can score an anti-air. The reflector system absolutely kills that style of play. However, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves allow him to punish mistakes on the fly with oftentimes devastating results.

Basics

Since Akatsuki is a well-rounded character, he isn't all that confusing to use effectively. Every one of his moves have a specific application, some of which can be used in more than one situation. Knowing how each move can be utilized in each of the many different situations is essential for success just like with any other character.

Pokes/Footsies

Akatsuki is equipped with very useful pokes. These pokes are: 5A, 2A, 5B, 2B. The A attacks are best utilized up-close because they are quick and have short range. The B attacks are best utilized with a little more space between you and the opponent. The B attacks are great for footsies because of their range and speed. On hit you can turn them into a combo depending on your spacing. Or block, you can cancel into a 236_(to create space) or a 214A to stay within close proximities.

Anti-Air

Akatsuki has a nice variety of moves which can be used for anti-air. However, due to the simplistic parrying system in the game, it isn't always wise to attempt an anti-air because not all of his anti-air options are parry-proof. This section lists his anti-airs and specific situations in which they may be used. As usual, mixing them up will yield better results.

  • 22A/B/C: This is perhaps the most obvious one since it acts like a Shoryuken. It will beat out a lot of attacks provided that you do not attempt it too early. Mixing in the different versions can help throw off the opponent's parry timing. eg: You do 22A but the opponent was expecting a 22B/C and ends up doing an extra parry. This allows you to land without taking damage and the situation ends neutral.
  • 22+B+C: This one can be used much like the one above. It deals much greater damage but it is also a lot riskier to use since if it gets blocked or parried, you are left completely vulnerable on the way down. It is best utilized if the opponent mistimes their meaty jump-in. Use this one with caution.
  • 5C: This attack hits at a nice upward angle making it a pretty good anti-air. If the opponent takes the hit, it will knock them down allowing you to close the gap between you. If they block it, it will push them back a bit leaving you safe.

The following can be used in situations in which the opponent jumps at you but none of the above will hit them reliably:

  • 5A: This can work against close empty jumps if you weren't quick enough to pull off a 22_ and are too close to hit a 5C. Hitting the opponent with one of these will cause them to quickly land on their feet which allows you to play a high-low upon their landing. You can also do this if they decided to block the 5A instead.
  • 5B: This may not look like an anti-air, but it can be used as one. This will hit opponents if they are outside your normal anti-air range but happen to stick out an attack pretty late. If they decided to block instead, it will push them back at a safe distance.
  • 2C: If the opponent sticks out a move, you might get hit, but otherwise this move will knock them down if they weren't holding crouch guard upon landing.

Mixups

Once Akatsuki gets a knockdown, he can continue to pressure his opponents as they are standing up.

High/Low
Akatsuki's 6B is an overhead and as a result, it must be blocked standing. On hit, you can link a 5A/2A into a combo for a knockdown and sometimes a corner situation. Alternatively, after a knockdown you can attempt this early and whiff it on purpose and as a result you can bait any wakeup attacks and block them in time. You can also use a meaty 2B after a whiffed 6B which must be blocked low and turn it into a combo which will also result in another knockdown or a tech punish. If the 6B gets blocked, you are relatively safe from punishment.

Crossups
Akatsuki's j.B is a great crossup. When done correctly, the opponent must block in the opposite direction from which they are facing because he is no longer in front of them when the j.B connects. Because of the position and timing, it can be a difficult attack to parry consistently. If you can aim your jump in such a way that you are at the very top of the opponent's hitbox, you can confuse the opponent into thinking whether or not the j.B will cross them up. When the j.B does hit (crossup or not), you can turn it into a damaging combo.

Guard Break
Also worth mentioning is Akatsuki's amazing guard damage, especially in the corner. Whenever you're not outright opening your opponent up, you will at least be close to breaking his guard, unless he's parrying.

214A > 22C(2) > 236BC alone eats up almost half of the guard gauge, with no gap to parry the 236BC once the DP has been blocked, while also checking for mashing. A good use of meter for when you really need the pressure.

Tick Throw Setups
Tick throws will normally come off blocked attacks. But most of these will also work in the case that the initial attack hits the opponent and they don't poke out in time.

  • 2A -> throw
  • 6B -> [2A] -> throw (The 2A is optional)
  • j.B -> throw (This also work if the j.B crosses them up)
  • 5A (air blocked) -> dash -> throw

Other Resources

Funny jokes

Combos

Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Midscreen combos

Combo Damage Video Notes
2B > 5B > 214C/214BC/ABC 2239 Link

The most basic 214C confirm is also your only option outside of 6C range (e.g. tip 2B/5B range)

2A > 5B > 6C, j.B > j.214C 2212 Link

A variation of the previous combo that works at 6C tip range

(j.C) > 2A > 5B > 6C, j.A > dl.j.B > land 214C 2476 Link

An easy combo that does fair damage for no meter. To get the combo to work, pause slightly between the two jumping attacks. 214C upon landing does more damage than the air version. This is the basic template for most of Akatsuki's juggles

(j.C) > 2A > 5B > 6C, j.A, j.B > 5B/214A > ABC 6545 Link

Same combo as the one above although it ends in his level 3. His level 3 combos nicely off his B attacks both on the ground and in juggles, so use it if you need to make a comeback and establish some momentum

(j.C) > 2A > 5B > 6C, j.A, dl.Air Throw 2142 Link

Alternative to the basic meterless combo. This combo gives more momentum at the expense of damage. The more hits before the launcher, the wider the damage gap

6B, 5A > 5B > 214C 2580 Link

Standard combo from the 6B overhead

6B, 5A > 6C, j.A, j.B > land 214C 2888 Link

More damaging version of the one above

22C(2) > 236BC 2598 Link

This is more of a way to have a safe wakeup attempt/deal guard damage in the corner. You can super cancel up to the second hit of the 22C but beware of reflector-happy opponents as you are unable to super cancel the attack if the 22C gets reflected at any point

Reflector, 5B > 214C - Link

Simple combo off the reflector. This works if you reflect the opponent's air attack or if you're in the air and you reflect the opponent's ground attack. ONLY WORKS IN VANILLA

nj.C > Dash 5B > 214C 2824 Link

nj.C lets you juggle afterwards

Corner Combos

All of these combos can be finished with ABC instead of 236BC if you have enough meter, or with 22A instead of 22C if you have none. Damage values always assumes a 22C(1) > 236BC ender

Combo Damage Video Notes
(j.C) > 5BB > 6C, nj.A, nj.C > land > j.A, j.B > land > 5BB > 22C(2) > 236BC 4616 Link

In the corner, Akatsuki can do longer and more damaging juggle combos. Be sure to super cancel the 22C on the second hit since 236BC does more damage on the ground than it does in the air

(j.C) > 5BB > 6C, j.A, j.B > c.5C > dl.214A > {5A > 5BB > 22A}/{5A > 5B > 22C(2) > 236BC} 4662 Link

214A juggle that also works slightly further away from the corner. Use f.5B if not in c.5C range

(j.C) > c.5C > 6C, 214A, c.5C > dl.214A > 5A > 5BB > 22C(2) > 236BC 5635 Link

This combo is the 214A loop. It requires a bit of timing and precision but is among one of the most damaging corner combos he has. Use f.5B instead of c.5C if you're not close enough, the combo still works

2A > 2B > 5B > 214B, 2A > 5B > 214A, 5A > 5BB > 22C(2) > 236BC 4475 Link

A shortened version of the 214A loop that can be setup from outside of the corner. Use this if you are out of range to land his 6C launcher. The 2A after 214B is a fairly tight link

Reflector, 5B > 214A, 5B > 22C(2) > 236BC) - Link

A longer combo that does more damage than the midscreen reflector combo. This one can do upwards of about ~3000+ damage which isn't bad off a reflector

22C(2) > 236BC, 2A > 5BB > 22A 3474 Link

For when your guard break setup catches mashing

22C(1) > 236BC, 5B > 214A, 2A > 5BB > 22A 3383 Link

A variation of the previous combo for when only the first hit of 22C was blocked

Ausf Achse Combos

This will only lists combos that changed.

Reflector Combos

Combo Damage Video Notes
Reflector, 214C 1385 Link

Basic easy reflector combo

Reflector, 5B > ABC 4587 Link

Level 3 confirm combo. Does underwhelming damage but it's great for finishing off opponents

Reflector, 5B > 214A, 2A > 2B > 22C 2055 Link

Corner reflector combo. Not nearly as good as being able to do a full loop but it's nice to do

Air Reflector, 5C > 214C 1447 Link

Air reflector gives a better launch, allowing this combo to work. Works with both f.5C and c.5C

Frame Data

source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  21   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  21   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
                  A+C  |  44   |   --    |   --   |    --    | cancellable after 28F
              Normals  ---------------------------------------
                   5A  |  15   |    4    |   +0   |    +0    |
             close 5B  |  24   |    5    |   -4   |    -6    |
               far 5B  |  25   |    7    |   -3   |    -5    |
             close 5C  |  25   |    6    |   +0   |    -4    |
               far 5C  |  31   |    8    |   KD   |    -8    |
                  c.A  |  14   |    4    |   +1   |    +1    |
                  c.B  |  25   |    7    |   -3   |    -5    |
                  c.C  |  32   |    9    |   KD   |    -8    |
                  j.A  |  15   |    4    |   +0   |    +0    |
                 7/9B  |  25   |    6    |   VA   |    VA    |
                   8B  |  24   |    5    |   VA   |    VA    |
                 7/9C  |  20   |    9    |   VA   |    VA    |
                   8C  |  21   |    7    |   KD   |    VA    |
           c./5A > 5A  |  15   |    4    |   +0   |    +0    |
          c./5A > c.A  |  15   |    4    |   +0   |    +0    |
      Command Normals  ---------------------------------------
                   6B  |  30   |   21    |   +6   |    +4    |
                   6C  |  41   |   10    |   KD   |   -16    |
                 j.2C  |  VA   |   15    |   VA   |    VA    | landing recovery 7F
             Specials  ---------------------------------------
                 236A  |  48   |   10    |   -8   |   -12    |
                 236B  |  48   |   11    |   -7   |   -11    |
                 236C  |  48   |   12    |   KD   |   -10    |
               j.236A  |  VA   |   11    |   VA   |    VA    | landing recovery 14F
               j.236B  |  VA   |   12    |   VA   |    VA    | landing recovery 15F
               j.236C  |  VA   |   13    |   KD   |    VA    | landing recovery 16F
                 214A  |  26   |   11    |   +0   |    -2    |
                 214B  |  50   |   11    |   KD   |   -15    |
                 214C  |  60   |   11    |   KD   |   -14    |
               j.214A  |  VA   |    8    |   VA   |    VA    | landing recovery 10F
               j.214B  |  VA   |    8    |   KD   |    VA    | landing recovery 10F
               j.214C  |  VA   |    8    |   KD   |    VA    | landing recovery 12F
                  22A  |  41   |    3    |   KD   |   -23    | 1~3F invincible? *UV
                  22B  |  52   |    4    |   KD   |   -32    | 1~4F invincible? *UV
                  22C  |  61   |    5    |   KD   |   -39    | 1~5F invincible? *UV
       EX and Level 3  ---------------------------------------
              236+B+C  |  51   |   13    |   KD   |    +0    | 1~4F invincible? *UV
            j.236+B+C  |  VA   |    5    |   KD   |    VA    | 1~2F invincible? *UV, landing recovery 18F
              214+B+C  | 100   |   13    |   KD   |   -25    | 1~5F invincible
            j.214+B+C  |  VA   |    4    |   KD   |    VA    | 1~2F invincible, landing recovery 14F
               22+B+C  |  72   |    5    |   KD   |   -50*   | 1~6F invincible, *if 3 hits were blocked
                A+B+C  |  38   |   15    |   KD   |   -20    | superflash 40F, 1~5F invincible
               (1st hits connect)
                A+B+C  |  ""   |   ""    |   KD   |   -10    | ""
               (1st hits are guarded/reflected)

Trivia

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