Under Night In-Birth/UNICLR/Akatsuki/Combos: Difference between revisions

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===Standard Starters===
===Standard Starters===
These combos work off any starter that is 5A/2A or better without special properties. The difficulty of these combos may be differ based on the starter but will work off almost all starters that aren't excessively prorated.
These combos work off any starter that is 5A/2A or better without special properties. The difficulty of these combos may be differ based on the starter but will work off almost all starters that aren't excessively prorated.
*Examples include 5A, 2A, 5B, 5C etc..
*Examples include 5A, 2A, 5B, 5C etc..
*Assault starters are one of Akatsuki's most scaled starters. While some of these combos may work, adjustments may need to be required to ensure they're stable
*Assault starters are one of Akatsuki's most scaled starters. While most of the routing may work, some adjustments may need to be required to ensure they're stable


{{ComboTable-UNI
{{ComboTable-UNI
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  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        =5AA cl.5B 5C j.B j.C 5B 5C 6C dash 2C 6C 214B
   | combo        =''Starter'' cl.5B 5C dl.j.B dl.j.C 5B 5C 6C dash 2C 6C 214B
   | basedamage    =2731
   | basedamage    =2731
   | bonusdamage  =  
   | bonusdamage  =  
Line 565: Line 564:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}
   | notes        =*Requires opponent to be standing
   | notes        =*Basic standing route
*Only works against standing opponents
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        =5AA cl.5B 5C j.C j.6[C] 66B 5A 5B 5C 6C dash 2C 6C 214B
   | combo        =''Starter'' cl.5B 5C j.C j.6[C] 66B 5A 5B 5C 6C dash 2C 6C 214B
   | basedamage    =2815
   | basedamage    =2815
   | bonusdamage  =  
   | bonusdamage  =  
Line 575: Line 575:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}
   | notes        =*Requires opponent to be standing
   | notes        =*UNICLR standing route using j.6[C]
*Only works against standing opponents
*Can omit 66B 5A for an easier combo
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
Line 596: Line 598:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}
   | notes        =
   | notes        =*Easy air throw version of 6C routing
*The j.AT may need to be performed higher in the jump depending on the juggle height from f.5B
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
Line 605: Line 608:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}  
   | notes        =
   | notes        =*6C fireball-less relaunch route
*Generally good route for corner carry and not too difficult
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        =''Starter'' 5B 2C j.2C dash 2C dl.5C 6C 214B
   | combo        =''Starter'' 5B 2C 6B 66B f.5B dl.j.A dl.j.B land j.AT
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 616: Line 620:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}
   | notes        =
   | notes        =*Low damage AT route from 6B extension
*Used in place for AT where 214[A] may not hit correctly for combo extension
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        =''Starter'' 5B 2C j.2C w.214A cl.5B dl.2C dl.5C 6C 214B
   | combo        =''Starter'' 5B 2C 6B 66B 214A 5A 5B j.A j.B j.6C 5A 6C 214B
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 626: Line 631:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Anywhere}}
   | notes        =
   | notes        =*214A juggle into relaunch
*Used for corner carry while still maintaining decent damage.
*Will work at further ranges than 214[A] routes.
  }}
  }}
{{ComboData-UNI
  {{ComboData-UNI
   | combo        =''Starter'' 5B 2C 6B 66B f.5B dl.j.A dl.j.B land j.AT
   | combo        =''Starter'' 2C 6B 66B dl.f.5B dl.6C 214[A] cl.5B cl.5C j.B j.C j.A f.5B 6C 214B
   | basedamage    =  
   | basedamage    = 2916
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Midscreen}}
   | notes        =
   | notes        =*Uses new 214[A] routing
*Midscreen side swap combo
*May require a slight delay on j.B for higher scaling starters
*6C before 214B can be ommitted for stability
*Can replace sequence after 214[A] cl.5B cl.5C with AT for side-swap
*Air throw may need to be delayed depending on the opponents height when juggle. cl.5C can be ommitted for stability.
  }}
  }}
{{ComboData-UNI
  {{ComboData-UNI
   | combo        =''Starter'' 5B 2C 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B
   | combo        =''Starter'' 2C 6B 66B dl.2B 6C 214[A] dash(under) 5A 5C dl.j.A j.B j.C f.5B 214B
   | basedamage    =  
   | basedamage    =
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Anywhere}}
   | location      ={{Property-UNI|Midscreen}}
   | notes        =
   | notes        =*Uses new 214[A] routing
*Side-switch after 214[A] side-swap into 214B ender to keep same-side
*Difficult combo
  }}
  }}
{{ComboData-UNI
  {{ComboData-UNI
   | combo        =''Starter'' 5B 6C dash 66B cl.5B j.8B j.8C land j.2C
   | combo        =''Starter'' 2C 6B 66B dl.2B 6C 214[A] dash 2A cl.5C dl.j.B j.C j.A f.5B 214B
   | basedamage    =  
   | basedamage    =
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Corner}}
   | location      ={{Property-UNI|Midscreen}}
   | notes        =
   | notes        =*Uses new 214[A] routing
*Side-switch after 214[A] side-swap into 214B ender to keep same-side
*Difficult combo
*Does not work on Chaos/Eltnum. Enkidu/Gordo/Merkava/Orie/Vatista require more delay on j.B than other characters.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        =''Starter'' 5B 6C dash 66B cl.5B j.8B j.8C land j.8B j.8C land j.AT
   | combo        =''Starter'' 6C dash 66B 236A cl.5B dl.j.8B dl.j.8C land dl.j.2C 2C dl.5C 6C 214B
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 666: Line 683:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Corner}}
   | location      ={{Property-UNI|Corner}}
   | notes        =
   | notes        =*High damage corner route with stability adjustments
*General high damage corner route
*236A can be ommitted for stability on high scaling starters  (e.g 5A)
*Low scaling starters (e.g 5B) can add cl.5B before 236A for stability to assist in landing 236A at the correct height
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
Line 676: Line 696:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Corner}}
   | location      ={{Property-UNI|Corner}}
   | notes        =
   | notes        =*Stable, easy fireball relaunch route.
*Decent damage, can be done off most starters.
*Used when confirming into 2C
*Replace cl.5C 236A with f.5B 5C if done after significant starter scaling.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        =''Starter'' 5B 2C 6B 66B cl.5C 236A f.5C j.B j.C j.A 5B cl.5C j.AT
   | combo        =''Starter'' 5B 2C 2B 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 686: Line 709:
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Corner}}
   | location      ={{Property-UNI|Corner}}
   | notes        =
   | notes        =*Dashout route
*Decent damage
*Can be done from mid-range or closer
*Used when late confirming from 2C where 6B is not possible
*2B can be replaced with f.5B to avoid SMP
  }}
  }}
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        =''Starter'' 2C 6B 66B dl.f.5B dl.6C 214[A] cl.5C j.B j.C j.A f.5B 6C 214B
   | combo        =''Starter'' 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 6C 214B
   | basedamage    = 2916
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      ={{Property-UNI|Midscreen}}
   | location      ={{Property-UNI|Corner}}
   | notes        =Uses new 214[A] routing
   | notes        =*Fireball pickup-route
}}
*Low damage relative to other corner routes
{{ComboData-UNI
*Can be done reliably from far range
  | combo        =''Starter'' cl.5B f.5B 2C 6B 66B dl.2B 6C 214[A] cl.5B cl.5C j.AT
*Used when late confirming from 2C where 6B is not possible
  | basedamage    =2865
*2B can be replaced with f.5B to avoid SMP
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      ={{Property-UNI|Midscreen}}
  | notes        =Uses new 214[A] routing
}}
  {{ComboData-UNI
  | combo        =j.6C 2C 6B 66B dl.f.5B 6C 214[A] cl.5C j.AT
  | basedamage    =2505
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      ={{Property-UNI|Midscreen}}
  | notes        =Uses new 214[A] routing
}}
  {{ComboData-UNI
  | combo        =j.B CS j.A 5B 2C 6B 66B dl.f.5B 6C 214[A] cl.5C j.AT
  | basedamage    =2503
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      ={{Property-UNI|Midscreen}}
  | notes        =Uses new 214[A] routing
*Example of j.B CS route
  }}
  }}
}}
}}
Line 768: Line 768:
   | location      ={{Property-UNI|Midscreen}}
   | location      ={{Property-UNI|Midscreen}}
   | notes        =*f.5B pickup off j.C
   | notes        =*f.5B pickup off j.C
  *Only works on Hyde/Linne
*Only works on Hyde/Linne
  }}
  }}
{{ComboData-UNI
  | combo        =''Starter'' 2C 5C 236A 214A
  | basedamage    =2940
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      ={{Property-UNI|Midscreen}}
  | notes        =*f.5B pickup off j.C
*Only works on Hyde/Linne
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        =2C 2B 236A 66C dl.6C 214B 5A cl.5B cl.5C j.B j.C j.A land j.AT
   | combo        =2C 2B 236A 66C dl.6C 214B 5A cl.5B cl.5C j.B j.C j.A land j.AT
Line 846: Line 857:
   | location      ={{Property-UNI|Corner}}
   | location      ={{Property-UNI|Corner}}
   | notes        =*Bathwater loop. Neta combo.
   | notes        =*Bathwater loop. Neta combo.
*Counter-hit does not require CS.
  }}
  }}
   {{ComboData-UNI
   {{ComboData-UNI

Revision as of 04:54, 21 March 2020

Profile-akatsuki.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

The combos below are hand picked to give an introduction to a number of core Akatsuki combo pieces, covering a variety of situations. They start from many high scaling starters (i.e 5A starter) because of this, the starter can effectively be interchanged amongst many combos into the same route. For more indepth combos to learn at a beginner level, check out Akatsuki Beginner Combos by Raidhyn

  • All jump normals will be assumed as directional. Neutral jump will be noted specifically (i.e j.8B or j.8C)
  • If a normal is listed as 5B or 5C, both close and far version can work

Basic Combos and Essential Building Blocks

These are the basic combos and routes to be comfortable with. Many advanced routings will use variations of these combos. For easy understanding, these combos have been listed with the most practical starters.

Combo Damage Cost Meter Gain Location
  • Most basic midscreen BnB, works only against grounded opponents
  • Works off any amount of hits into 6C against a grounded opponent
  • Variation of the basic BnB into simple air throw ender
  • Works off any amount of hits into standing 6C (Can omit f.5C for consistency)
  • Knockdown confirm into an air throw ender
  • Teaches dl.j.A dl.j.B route
  • Can replace j.AT with 5B 6C 214B for more corner carry over hard knockdown
  • Confirm off 2B poke
  • Teaches j.A j.B j.6C route into 5A pick-up
  • Used for when the opponent is too far after 6B 66B to combo into fireball relaunch comfortably
  • High damage route incorporating j.214[A]
  • General purpose route for mid-screen combos into AT ender
  • Will side-swap Akatsuki after 214[A]
  • Can add cl.5B before cl.5C for a little bit extra damage
  • Can do j.B j.C j.A f.5B 214B instead of j.AT for corner carry in the reverse direction.
  • High damage mid-screen confirm from 2C
  • Teaches fireball relaunch route which is integral to corner carry and high damage mid-screen
  • Can also be done from 5B/5C/6C starter as well. Can be done from 5A/2A starter but timing is very strict.
  • Depending on the distance after hitting with 6B, 2B can be replaced with f.5B to stablize the combo
  • Simple corner route using 2C 6B
  • Teaches fireball juggle route piece in corner
  • Can be done off most starters if the scaling is not too significant
  • If after significant scaling (i.e multiple 2A/5As), the 66B cl.5C 236A can be replaced with 66B 5B 5C for a stable combo
  • Can replace j.AT with cl.5B 6C 214B as an ender for more damage
  • High damage corner route against standing opponents
  • Teaches j.8C j.2C wall bounce route and 66B juggle
  • Can be done off most starters in the corner against a standing opponent

Overhead Starters

These combos are for confirming situations where the opponent is opened up by a high attack. Usually in the form of an assault or 6B

Combo Damage Cost Meter Gain Location
  • Basic midscreen BnB from assault starter
  • Assault starters have heavy scaling and thus many other combo extensions will not be possible
  • On counter-hit the scaling is relaxed and the standard routes are possible
  • Alternative midscreen combo from assault starter into AT ender
  • Assault starters have heavy scaling and thus many other combo extensions will not be possible
  • on counter-hit the scaling is relaxed and the standard routes are possible
  • Overhead confirm into 214B ender for corner carry
  • Teaches the j.6[C] pickup route piece
  • Depending on the distance after hitting with 6B, 2B can be replaced with f.5B to stablize the combo
  • This combo can also be performed off other starters that knockdown similarily. Notably j.AT and j.2C
  • Overhead confirm into AT
  • Uses the previously learnt dl.j.A dl.j.B route into an AT ender
  • AT can be swapped for cl.5B 6C 214B for corner carry/damage
  • Can be performed after any distance hit of 6B
  • Simple high damage corner route from 6B
  • Teaches cl.5B j.2C route which only consumes one bounce.
  • This combo can also be performed off other starters that use an early bounce. Notably 66C, j.AT and j.2C

Punish Combos

These two combos are easy essential combos to learn to maximise guaranteed punishes on blocked reversals. As 6C is quite fast, be aware of the opponents frame data to maximise opportunities to use these damaging combos.

Combo Damage Cost Meter Gain Location
  • Teaches fireball relaunch
  • High damage punish route using 6C starter
  • Uses the previously learnt fireball relaunch route piece.
  • Requires the opponent to be fairly close after 6B
  • Depending on the distance after hitting with 6B 2B can be replaced with f.5B to stablize the combo
  • Easy high damage corner 6C route
  • Teaches the 214A cl.5B j.2C route
  • Does not require the opponent to be deep in the corner but the opponent needs to be close after 6B for the rest of the route to work

Parry Combos

Two essential combos to know when landing a successful parry. These will work off both 5B+C and 2B+C and do not require vorpal.

Combo Damage Cost Meter Gain Location
  • Simple conversion off parry using j.6[C] route for high damage
  • Simple conversion off parry ending in AT

214B Routes

As 214B is a very strong tool, knowing how to maximise the damage when an opportunity presents itself is important. These are the basic combos to know.

Combo Damage Cost Meter Gain Location
  • Confirm off mid-screen 214B with CS.
  • Uses f.5B into 6B into the fireball relaunch route.
  • For when 214B hits in neutral to convert into good damage and corner carry.
  • Resourceless corner combo for raw 214B hit into high damage
  • 214B cl.5B is technically a 3f link due to the buffer. Ensure this can be done consistently.
  • If too far away for cl.5B, f.5B can be used to OTG directly into 6B. With sufficient delay 214B f.5B f.5B 6B can also be used as a confirm as cl.5B will not combo into 6B.
  • Easy metered confirm off 214B for large damage.
  • Can be used as an ender off 214B if there is a knockdown remaining in the combo.
  • Cancel into IW when Akatsuki lands on the ground after the 3rd kick

Miscellaneous Metered Combos

As Akatsuki may not find many opportunities to use meter, these combos are good to know to maximise resources when possible to take advantage of opportunities.

Combo Damage Cost Meter Gain Location
  • Metered ender from basic combos
  • Good to tack on extra damage at the end of a combo or corner carry the opponent
  • j.214C ender can be done after any 214B by cancelling before Akatsuki touches the ground
  • Opponent may drop out if performed after 214B(3) if the height is incorrect mid screen, cancelling it from the 2nd hit of 214B ensures the combo is stable
  • Metered confirm off mid-screen 214B hits
  • Simple version of metered confirm from 214B into j.C knockdown
  • More advanced combos may require a better dash
  • High damage corner route incorporating CVO extension
  • Teaches j.236C extension and 5A CVO link into IW
  • With orange HP, 236C can be performed before IW
  • 5A can be replaced with 22A for marginally more damage

Common Combo Problems

How do I connect 66b after 6b/j.2c/j.AT?

  • UNIST has a 12f buffer window for motions and a 3f buffer window for buttons. For 6b/j.2c, simply input 66b at the ending frames of 6b/j.2c’s animation. For j.AT, input 66b right as you are about to land.

Should I use 66 or 6AB macro for dashing in combos?

  • By using 66 to dash in combos, you can take advantage of UNIST’s large movement buffer window and make links/microdashes easier. 6AB cannot be buffered this way, you may accidentally get buttons instead.

How do I land 6C dash 2c?

  • Input dash at the end of 6C’s recovery, and immediately input 3c. Essentially, this is notated as 663c. In order to visualize when you’re able to perform an action after 6C, hold up after 6C so that you jump on the next available frame.
  • In routes that do not start with 6c but chain into a grounded launch 6c, it is sometimes not necessary to dash in order to connect 2c.

How do I land the 5A in j.A j.B j.6C 5A routes?

  • The combo is slightly height/distance specific. Ensure you are doing a stable route into it
  • The goal is to hit the j.6C just as you're hitting the ground and then hitting them with a 5A before they can get knocked down. A slight delay on aerial normal sequence may help

When should I use f.5B/2B in fireball relaunch routes?

  • f.5B generally launches them higher and more vertically, This is good when the opponent is already at a distance away from Akatsuki (e.g from f.5B/f.5C > 6B knockdowns)
  • 2B connects lower but bounces the opponent more horizontally. This is better for when Akatsuki is next to the opponent (e.g from 2C or other knockdown starters)
  • Ideally if one of them has already been used in a combo, the other should be used to avoid Same Move Proration. In some spacings, it may be unavoidable to use the same move.
  • Completing the combo is priority and thus, use what is most comfortable for the situation.

How do I connect the dash f.5c/ f.5c j.bca in 6c 236a relaunch combos?

  • The way in which a proper dash f.5c connects depends on how your opponent landed on the fireball. Your goal is to get your opponent as close to the edge of the fireball, towards you.
  • If you are struggling with the dash f.5c, remember to buffer the dash at the very end of 236a’s recovery. You must return your movement to neutral before inputting f.5c, or else you will get 66c instead. Aim to dash deep enough so that f.5c lands as close as possible in order to connect j.bca.
  • There is another visual by Juushichi in Beginner Resources.

How do I land the f.5b/j.bca in 2a 5b 5c 6c dash f.5b cl.5c j.bca f.5b 6c 214b?

  • Off of A starters, the f.5b > 6c > 214b is very unstable, and it is best to remove the 6c and do f.5b > 214b instead.
  • Similar to the fireball relaunch route, you must dash as deep as possible after 6c to allow j.bca to fully connect. If j.a whiffs above your opponent, your dash or inputs are too slow. If j.a whiffs next to your opponent, you did not dash far enough.
  • A good frame of reference is to ensure that f.5B is hitting their lower body and cl.5C is hitting their feet. In most cases, when this is done deep enough, the combo should work smoothly.

Why does the opponent sometimes fall out of j.214C?

  • Akatsuki has both significant horizontal momentum and rises throughout the attack. His constant kicking however, does not raise the opponent.
  • This requires 214C to hit at the correct height (i.e the opponent is slightly above Akatsuki when it connects) to ensure it doesn't drop.
  • In the corner this is far more lenient.
  • Some characters (Notably Linne) may be bounced by the first hit and out of the subsequent hits if the opponent is too high.

How do I combo from 214[A] midscreen

  • Depending on when, in the active frames, the 2nd hit connects, the launch trajectory will be different.
  • The aim is to launch the opponent high enough with x > 6C that 214[A] will go underneath the opponent and hit them when they're behind Akatsuki

Combo Enders and Okizeme Theory

When comboing as Akatsuki, the main factors to be considered is damage, screen positioning/carry and okizeme. Due to Akatsuki's step dash and fairly short range, it's quite common that opponents are able to tech backwards and force Akatsuki to chase at a disadvantageous position off many enders. Listed below is a variety of enders, explanations and examples of actions after, some may not be covered by the starter combos and are part of the more advanced routing and combos.

Combo Cost Location
  • Knocks the opponent down next to Akatsuki as an untechable knockdown
  • Decent damage for an ender
  • Optional side-swap with j.4A+D
  • Varying levels of frame advantage (not affected by scaling) based on the height the oppponent is grabbed
  • Can easily safejump with assault
  • Can corner push the opponent with dash while still maintaining close distance
  • Knocks the opponent down from the air at a 45* angle, allowing them to tech upon touching the ground.
  • Fairly low damage
  • As it is a knockdown, the opponent is unable to air tech forward
  • Opponent's distance upon landing is based on their height when hit as they fall at an angle
  • Frame advantage is based on a combination of Akatsuki's air momentum and opponent's height. Hitting j.C while rising will offer minimal frame advantage
  • Generally seen in a combo drop (i.e from fireball relaunch) but is still favourable as Akatsuki can chase the opponent without worrying about air tech
  • Knocks down the opponent a fair distance away from Akatsuki
  • Common ender to a lot of Akatsuki routes, especially where j.AT ender is not possible
  • Corner carry and high damage ender
  • On high scaling combos (effectively most combos), this will actually allow the opponent to air tech low to the ground
  • The opponent can tech over Akatsuki if he is crouching/dashing when trying to move forward
  • 66B can be used as a frame-kill while maintaining a standing collision box to prevent the opponent teching over Akatsuki and moving forward slightly
  • Knocks down the opponent a fair distance away from Akatsuki
  • The routing which allows this to be performed generally leads to less damage than proper routing into grounded 214B
  • Results in similar situations to 214B ender
  • Because this is done in the air, Akatsuki has less frame advantage depending on his height when performing this
  • Generally fine when done near the corner for the increased corner carry to guarantee positioning if the combo is unstable
  • Launches the opponent into the air, allowing them to air tech
  • Highest damage ender
  • Allows the opponent to air tech fairly high, forcing Akatsuki to guess the tech direction
  • Offers no reliable okizeme whatsoever
  • Performs a knockdown as an OTG, allowing Akatsuki to chase and maintain momentum
  • Requires one bounce still available
  • w.2A is for shortening recovery after 2C, allowing Akatsuki to dash up faster
  • If all bounces have been used after j.6[C] and OTG is impossible, functions similarly to j.C ender
  • Knocks the opponent down and cancels into a very meaty fireball
  • The combination of fireball speed and Akatsuki's pushback/fall distance allows this to hit extremely late
  • Double dashing after j.236A allows Akatsuki to still be at frame advantage once he reaches striking distance of the opponent
  • Can be good for safely forcing opponents to block on wakeup but won't hit opponents delay teching. Akatsuki is still in an advantgeous position to meaty opponents who delay tech
  • Kicks the opponent a considerable distance across the screen before knocking them down
  • Hard knockdown on hit, not allowing the opponent to air tech
  • Metered ender with very far corner carry
  • Requires the opponent to be at the proper height for j.214C to connect. Too high and the opponent may drop out mid-screen. Too low and the opponent will not get hit by j.214C leading to a heavy whiff punish
  • Wall bounces the opponent at top of screen height
  • Due to the high scaling as an ender, the opponent will air tech extremely high and any semblance of okizeme may be impossible
  • Used solely as a high damage ender to close out a round
  • Launches the opponent but due to the long untechable time granted by j.236C, can be used as a pseudo-knockdown instead of a combo extension
  • Low damage for a meter extension compared to j.214C
  • Longer frame advantage allows for other kinds of safe-jump setups
  • Optimized combos with maximum scaling may allow opponents to air tech if the j.236C does not hit at the correct height
  • Combos into IW for significant knockdown time
  • Allows Akatsuki to push the opponent a considerable distance before they're able to tech
  • If a bounce is available, can also combo into IW from 214B
  • If doing the 214B route into IW, a button can be added between 2C and 6C as per normal routes
  • Resets into midscreen with very little frame advantage
  • Damage increase over IW is minor in most combos
  • Generally not used as the positioning reset and lack of frame advantage may be punishing in many matchups
  • Its vertical hitbox can be used to salvage combos into high damage if required

Combos

This section serves as the combo encyclopedia for Akatsuki. If you're looking to learn basic combos, be sure to learn the starter combos first as they are practical and cover many of the advanced routing that may be encountered from here-on.

Many of these routes may be more advanced, character or starter specific, extremely situational or even stylish and impractical and will be described as such in the notes. These only serve as a framework for reference.

Be sure to experiment in training mode to understand which routes can be altered to fit the confirm and situation.

Note this list is currently a WIP and subject to change. Some combos may be missing core information in the description

  • All jump normals will be assumed as directional. Neutral jump will be noted specifically (i.e j.8B or j.8C)
  • If a normal is listed as 5B or 5C, both close and far version can work
  • Any combos beginning with Starter can have their started interchanged with others in its class where noted.
  • If a combo requires a specific starter, it will be noted as such


Standard Starters

These combos work off any starter that is 5A/2A or better without special properties. The difficulty of these combos may be differ based on the starter but will work off almost all starters that aren't excessively prorated.

  • Examples include 5A, 2A, 5B, 5C etc..
  • Assault starters are one of Akatsuki's most scaled starters. While most of the routing may work, some adjustments may need to be required to ensure they're stable
Combo Damage Cost Meter Gain Location
  • Easiest midscreen BnB.
  • Minimal damage
  • Basic standing route
  • Only works against standing opponents
  • UNICLR standing route using j.6[C]
  • Only works against standing opponents
  • Can omit 66B 5A for an easier combo
  • Easy 6C pickup into decent knockdown
  • Minimal damage
  • Easy air throw version of 6C routing
  • The j.AT may need to be performed higher in the jump depending on the juggle height from f.5B
  • 6C fireball-less relaunch route
  • Generally good route for corner carry and not too difficult
  • Low damage AT route from 6B extension
  • Used in place for AT where 214[A] may not hit correctly for combo extension
  • 214A juggle into relaunch
  • Used for corner carry while still maintaining decent damage.
  • Will work at further ranges than 214[A] routes.
  • Uses new 214[A] routing
  • Midscreen side swap combo
  • May require a slight delay on j.B for higher scaling starters
  • 6C before 214B can be ommitted for stability
  • Can replace sequence after 214[A] cl.5B cl.5C with AT for side-swap
  • Air throw may need to be delayed depending on the opponents height when juggle. cl.5C can be ommitted for stability.
  • Uses new 214[A] routing
  • Side-switch after 214[A] side-swap into 214B ender to keep same-side
  • Difficult combo
  • Uses new 214[A] routing
  • Side-switch after 214[A] side-swap into 214B ender to keep same-side
  • Difficult combo
  • Does not work on Chaos/Eltnum. Enkidu/Gordo/Merkava/Orie/Vatista require more delay on j.B than other characters.
  • High damage corner route with stability adjustments
  • General high damage corner route
  • 236A can be ommitted for stability on high scaling starters (e.g 5A)
  • Low scaling starters (e.g 5B) can add cl.5B before 236A for stability to assist in landing 236A at the correct height
  • Stable, easy fireball relaunch route.
  • Decent damage, can be done off most starters.
  • Used when confirming into 2C
  • Replace cl.5C 236A with f.5B 5C if done after significant starter scaling.
  • Dashout route
  • Decent damage
  • Can be done from mid-range or closer
  • Used when late confirming from 2C where 6B is not possible
  • 2B can be replaced with f.5B to avoid SMP
  • Fireball pickup-route
  • Low damage relative to other corner routes
  • Can be done reliably from far range
  • Used when late confirming from 2C where 6B is not possible
  • 2B can be replaced with f.5B to avoid SMP


Low Scaling Starters

Example Starters - 5B/2B/5C/2C

All standard starters work here too

Combo Damage Cost Meter Gain Location
  • f.5B pickup off j.C
  • Only works on Hyde/Linne
  • f.5B pickup off j.C
  • Only works on Hyde/Linne
  • Neta combo. Wald/Merk/Gordo specific

6C Starter

6C is Akatsuki's best starter and primary punish tool. Knowing a solid combo from this starter is important to maximise damage opportunities.

  • As a starter, 6C launches the opponent a set distance upwards. This affects the followup timing if used as an anti-air.
Combo Damage Cost Meter Gain Location
  • Bathwater loop. Neta combo.
  • Counter-hit does not require CS.
  • Meterless Bathwater loop. Neta combo.


66C / j.8C Starters

66C is a good poke tool, reaching very far for Akatsuki. As it forces a wall bounce with significant untechable time, it can lead to high damage combos if confirmed correctly.

Not the most common starter, j.8C has niche use in its purely horizontal hitbox to challenge aerial opponents.

Combo Damage Cost Meter Gain Location
  • Whiff j.214B to move slightly closer to do a little bit more damage(~200). Can be done without the whiff j.214B

Knockdown Starters

These combos are starters performed off knockdown attacks. They will initially use one bounce which may affect standard routes, leading to some variations. These starters are

  • 6B, 2C (CH), j.AT, j.2C
Combo Damage Cost Meter Gain Location
  • Dashout route

Tumble Starters

66B CH, 214A CH

Any standard route can work here

236x Starters

Combo Damage Cost Meter Gain Location

214x Starters

Combo Damage Cost Meter Gain Location
  • Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C
  • Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C
  • Use cl.5C instead of the first cl.5B on Linne
  • Delay cl.5B on Hyde

22x Starters

Combo Damage Cost Meter Gain Location
  • Trade combo
  • Only works Akatsuki is facing the corner

Force Function Starters

Combo Damage Cost Meter Gain Location

Veil Off Routes

VO Routes will be listed as combo pieces.

... j.2C VO

... j.8C dj.A j.8B j.8C VO

... 66C VO

... 214[A] VO

Anti-Air Combos

Combo Damage Cost Meter Gain Location

Videos

External Links

Akatsuki Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-03-21 by Firery.

93% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Add gameplay summary, frame data and new moves.
  • Added descriptions to all the moves
  • Added notable changes to frame data based on patch notes and testing
  • Missing minor frame data
48/50
Strategy
  • Outlined basic strategy and tools
  • Added detailed strategy section
  • Added some matchup tips
  • Add general matchup summaries
  • Add extensive matchup tips
23/25
Combos
  • Added basic bnbs for beginners
  • Added combo FAQ and okizeme theory
  • Complete combo encyclopedia
  • Complete beginner combo 'Akatsuki Trials' video
22/25
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