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 | *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 | ||
Line 558: | Line 557: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | 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 =* | | notes =*Basic standing route | ||
*Only works against standing opponents | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | 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 =* | | 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. | | 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. | | 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'' | | 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| | | 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'' | | 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| | | 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'' | | 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| | | 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'' | | 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 | | 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 | | combo =''Starter'' 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI| | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*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 | |||
}} | }} | ||
}} | }} | ||
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 | |||
}} | }} | ||
{{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
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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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 |
---|---|---|---|---|
5A 5B 5C 6C dash 2C dl 5C 6C 214B | 2878 | 51.95% | Anywhere | |
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5A 5B 5C 6C dash f.5B f.5C j.AT | 2524 | 47.04% | Anywhere | |
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5A 5B 2C 6B 66B 5b dl.j.A dl.j.B land j.AT | 2436 | 46.57% | Anywhere | |
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2B 2C 6B 66B 214A 5A 5B j.A j.B dl.j.6C 5A 6C 214B | 3037 | 63.14% | Anywhere | |
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5A cl.5B f.5B 2C 6B 66B dl.2B 6C 214[A] cl.5C j.AT | 2884 | 54.89% | Midscreen | |
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5B 2C 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3375 | 76.25% | Midscreen | |
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5A 5B 2C 6B 66B cl.5C 236A 5C j.B j.C j.A land j.AT | 3067 | 58.61% | Corner | |
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5A 5B 5C 6C 66B cl.5B dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3432 | 80.89% | Corner | |
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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 |
---|---|---|---|---|
6D j.C 5B 5C 6C dash 2C 6C 214B | 2513 | 51.12% | Anywhere | |
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6D j.6C 5B 2C 6B 66B f.5B dl.j.A dl.j.B land j.AT | 2257 | 46.75% | Anywhere | |
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6B 66B dl.2B dl.6C 236A dash f.5C j.6[C] dash 2C dl.5C 6C 214B | 2586 | 63.33% | Midscreen | |
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6B 66B 6C 214A cl.5B f.5B dl.j.A dl.j.B land j.AT | 2222 | 44.52% | Anywhere | |
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6B 66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 2797 | 63.97% | Corner | |
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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 |
---|---|---|---|---|
6C dash f.5C 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3733 | 82% | Midscreen | |
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6C 5C 6B 66B cl.5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 4115 | 77.68% | Corner | |
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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 |
---|---|---|---|---|
B+C 214A cl.5B 5C j.6[C] dash 2C dl.5C 6C | 1967 | 44.05% | Anywhere | |
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B+C 214A cl.5B 5C dl.j.A dl.j.B land j.AT | 1669 | 28.31% | Anywhere | |
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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 |
---|---|---|---|---|
214B CS dash f.5B 6B 66B f.5B dl.6C 236A dash f.5C j.BCA f.5B 6C 214B | 3624 | Vorpal | 32.20% | Midscreen |
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214B cl.5B f.5B 6B 66B cl.5C 236A 5C j.B j.C j.A cl.5B 6C 214B | 3784 | 75.81% | Corner | |
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214B IW | 4233 | 200 EXS | 0% | Anywhere |
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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 |
---|---|---|---|---|
5A 5B 5C 6C dash 2C dl.5C 6C 214B j.214C | 3495 | 100 EXS | 52.34% | Anywhere |
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214B j.236C dash f.5B 6C 236A dash f.5C j.B j.C | 3073 | 100 EXS | 18.28% | Midscreen |
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5A 5AA 5B 5C 6C 66B cl.5B dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B j.236C 5A CVO IW | 4238 | 200 EXS, Vorpal | 0% | Corner |
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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 |
---|---|---|
... AT | Anywhere | |
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... j.B j.C | Anywhere | |
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... 214B | Anywhere | |
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... j.214B | Anywhere | |
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... 22B | Anywhere | |
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... j.6[C] dash 2C w.2A | Anywhere | |
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... 7j.6[C] j.236A | Corner | |
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... 214B j.214C | 100 EXS | Anywhere |
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... 6C 22A 22C | 100 EXS | Anywhere |
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... 214B j.236C | 100 EXS | Corner |
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... 2C 6C IW | 200 EXS | Anywhere |
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... IWEX | 200 EXS, Vorpal or GRD Break | Anywhere |
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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 |
---|---|---|---|---|
Starter cl.5B 2C 6B 66B 2C dl.5C 6C 214B | 2614 | 56.27% | Anywhere | |
| ||||
Starter cl.5B 5C dl.j.B dl.j.C 5B 5C 6C dash 2C 6C 214B | 2731 | 67.83% | Anywhere | |
| ||||
Starter cl.5B 5C j.C j.6[C] 66B 5A 5B 5C 6C dash 2C 6C 214B | 2815 | 73.35% | Anywhere | |
| ||||
Starter 5B 5C 6C dash f.5B 5C j.A j.B j.C | Anywhere | |||
| ||||
Starter 5B 5C 6C dash f.5B 5C j.AT | Anywhere | |||
| ||||
Starter 5B 5C 6C dash f.5B 5C j.B j.C j.A f.5B 6C 214B | Anywhere | |||
| ||||
Starter 5B 2C 6B 66B f.5B dl.j.A dl.j.B land j.AT | Anywhere | |||
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Starter 5B 2C 6B 66B 214A 5A 5B j.A j.B j.6C 5A 6C 214B | Anywhere | |||
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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 | 2916 | Midscreen | ||
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Starter 2C 6B 66B dl.2B 6C 214[A] dash(under) 5A 5C dl.j.A j.B j.C f.5B 214B | Midscreen | |||
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Starter 2C 6B 66B dl.2B 6C 214[A] dash 2A cl.5C dl.j.B j.C j.A f.5B 214B | Midscreen | |||
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Starter 6C dash 66B 236A cl.5B dl.j.8B dl.j.8C land dl.j.2C 2C dl.5C 6C 214B | Corner | |||
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Starter 5B 2C 6B 66B cl.5C 236A f.5C j.B j.C j.A 5B cl.5C j.AT | Corner | |||
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Starter 5B 2C 2B 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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Starter 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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Low Scaling Starters
Example Starters - 5B/2B/5C/2C
All standard starters work here too
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C w.2A 6C 214A 5A 5B dl.j.A dl.j.B land j.AT | Anywhere
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2C w.2A 6C 214A 5A 5C j.6[C] dash 2C dl.5C 6C 214B | 2931 | Anywhere
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2C w.2A 6C 214A 5A dl.cl.5B dl.f.5C j.A j.B j.C f.5B 6C 214B | 2940 | Midscreen | ||
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Starter 2C 5C 236A 214A | 2940 | Midscreen | ||
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2C 2B 236A 66C dl.6C 214B 5A cl.5B cl.5C j.B j.C j.A land j.AT | 3395 | 68.78% | Corner | |
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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 |
---|---|---|---|---|
6C dash f.5C 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | Midscreen
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6C dash f.5C 6B 66B dl.f5B 6C 236A dash f.5C dl.j.A dl.j.B land j.AT | Midscreen
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6C 5C 6B 66B cl.5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | Corner
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6C 5C 6B 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B dl.2C dl.2B f.5C j.B j.C j.A 5B 6C 214B | Corner
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6C 66C 66B dl.cl.5B dl.cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | Corner
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6C CS dash cl.5B (x11) j.8B j.8C j.2C 2C dl.5C 6C 214B | 3590 | Vorpal | 39.92% | Corner |
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6C dash 66B(x2) dash cl.5B (x9) j.8B j.8C j.2C 2C dl.5C 6C 214B | 3566 | Vorpal | 39.92% | Corner |
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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 |
---|---|---|---|---|
66C(CH) w.214A dash f.5B 6B 66B 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B | 3312 | Midscreen
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66C(CH) w.214A dash f.5B 6C 214A cl.5B f.5B j.B j.C j.A f.5B 6C 214B | Midscreen
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66C 236B 236C dash 6D j.6[C] dash f.5B cl.5C j.B j.C j.A 5A 6C 214B | 3166 | Midscreen
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66C 236B 236C dash 6D j.B f.5B 6C 214[A] cl.5B cl.5C j.B j.C j.A 5B 6C 214B | 3135 | Midscreen
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66C 66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | Corner
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j.8C(CH) w.j.214A dash f.5B 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3221 | Midscreen
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j.8C w.j.214B 214C | 1996 | Midscreen | ||
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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 |
---|---|---|---|---|
Starter 66B 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B |
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Starter 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A f.5B 6C 214B |
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Starter 66B dl.cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B |
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Starter 66B dl.5b dl.cl.5C 236A f.5C 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B |
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j.AT 7j.2C j.236A dash f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B |
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j.AT 7j.2C j.236A 66B 236A 214A cl.5B dl.cl.5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B |
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6B 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B 2B 236A 5C j.B j.C j.A land j.AT | 2708 | 67.93% | Corner | |
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Tumble Starters
66B CH, 214A CH
Any standard route can work here
236x Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A f.5B 214A cl.5B 236A 5C j.B j.C j.A 5B 6C 214B | 3161 | Corner
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236A 66B dl.214A cl.5B 236A cl.5C j.8B j.8C 2C dl.5C 6C 214B | 3570 | Corner
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236B 66C 66B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3609 | Corner
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tk.j.236A f.5B 236A 214A cl.5B j.2C dl.5C 6C 214B | 3356 | Corner
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tk.j.236A 66B 236A 214A cl.5B 236A cl.5B dl.5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3521 | Corner |
214x Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214B cl.5B 2C 2B 236A 66C dash cl.5B cl.5C j.B j.C j.A cl.5B 6C 214B |
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214C 5A cl.5B 236A 214A cl.5B j.2C 2C dl.cl.5C 6C 214B | 4061 | 100% EXS | 12.74% | Corner |
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214C 5A cl.5B 236A 66C dash(out) cl.5B 2C 2B 5C j.B j.C j.A cl.5B 6C 214B | 4061 | 100% EXS | 12.74% | Corner |
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22x Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22A CS dash f.5B 6B 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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22A dash f.5C 214A f.5B dl.6C dl.236A dash f.5C j.B j.C j.A f.5B 6C 214B | Midscreen | |||
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22B CS dash j.2C 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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22C j.B dl.j.A 5A f.5B j.B dl.j.A land j.AT | 2468 | 100% EXS | 4.87% | Corner |
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Force Function Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
B+C 214A cl.5B 5C j.6[C] dash 2C dl.5C 6C | Anywhere
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B+C 214A cl.5B 5C dl.j.A dl.j.B land j.AT | Anywhere
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B+C dl.214A cl.5B 2C 6B 2C dl.5C 6C 214B | Anywhere |
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 |
---|---|---|---|---|
5C dl.214A cl.5B f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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5C w.2a dash f.5B 6B 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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5C j.B j.6[C] dash f.5B 6C 236A dl.j.B dl.j.A 5A 6C 214B | Midscreen |
Videos
- Akatsuki Combos for Beginners by Raidhyn
- Juushichi's Combo Bible
- Basic Combos to use by Tyaisu
- Akatsuki UNIST 3.0 Combos by Notes
- Akatsuki pick up combos by Notes
External Links
Akatsuki Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-03-21 by Firery.
93% complete | ||
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Page | Completed | To-do | Score |
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48/50 | |
Strategy |
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23/25 |
Combos |
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22/25 |