Under Night In-Birth/UNICLR/Akatsuki/Combos: Difference between revisions
(→Getting Started: Revised descriptions and combos) |
(→Combos) |
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| location = | | location = | ||
| notes = | | notes = | ||
Formatting | |||
Type of Routes | |||
Justification | |||
Notes | |||
}} | }} | ||
}} | }} | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =* | | notes =*Basic midscreen BnB | ||
* | *Easy but does minimal damage | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =* | | notes =*Jump route against standing opponents only | ||
*Decent damage and can replace 2C 6C.. ender with dash AT | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =*UNICLR standing route using j.6[C] | | notes =*UNICLR standing route using j.6[C] against standing opponents only | ||
*Can omit 66B 5A for an easier combo | *Can omit 66B 5A for an easier combo | ||
*Can replace 2C 6C.. ender with dash AT | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 615: | Line 619: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =* | | notes =*Basic midscreen BnB from 6C | ||
* | *Easy but minimal damage | ||
*Can replace j.A... with j.AT. Delaying the j.AT or omitting 5C may be required depending upon the opponent's height. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =* | | notes =*Fireball-less relaunch route from 6C | ||
* | *Good damage and screen carry | ||
*Off 5A/2A starters, the 6C can be ommitted for stability | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =* | | notes =*Alternative relaunch route | ||
* | *Good corner carry and decent damage | ||
* | *Good for confirms off far hits where other relaunches or routes may be unstable or impossible (i.e close to tip 2B/5B) | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =* | | notes =*Midscreen side-swap combo using 214[A] routing | ||
*May require a slight delay on j.B for higher scaling starters | *May require a slight delay on j.B for higher scaling starters | ||
*6C before 214B can be ommitted for stability | *6C before 214B can be ommitted for stability | ||
*Can replace sequence after 214[A] cl.5B cl.5C with AT for side-swap | *Can replace sequence after 214[A] cl.5B cl.5C with AT for okizeme and/or side-swap | ||
*Air throw may need to be delayed depending on the opponents height when | *Air throw may need to be delayed depending on the opponents height when juggled. cl.5C can be ommitted for stability. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 686: | Line 680: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =* | | notes =*Midscreen same-side route using 214[A] | ||
* | *High damage but difficult and generally not practical | ||
* | *2B can be replaced with f.5B for an easier dash-under but will affect the timing of the subsequent combo | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 698: | Line 692: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =* | | notes =*Midscreen same-side route using 214[A] | ||
*High damage but difficult and generally not practical | |||
* | *Does not work on Chaos/Eltnum. Enkidu/Gordo/Merkava/Orie/Vatista requires a slight delay on j.B. | ||
*Does not work on Chaos/Eltnum. Enkidu/Gordo/Merkava/Orie/Vatista | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =''Starter'' | | combo =''Starter'' 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | 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 | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 727: | Line 721: | ||
*Decent damage, can be done off most starters. | *Decent damage, can be done off most starters. | ||
*Used when confirming into 2C | *Used when confirming into 2C | ||
*Replace cl.5C 236A with f.5B 5C if done after significant starter scaling. | *Replace cl.5C 236A with f.5B 5C if done after significant starter scaling (i.e Assault starter) | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 743: | Line 737: | ||
*2B can be replaced with f.5B to avoid SMP | *2B can be replaced with f.5B to avoid SMP | ||
}} | }} | ||
{{ComboData-UNI | |||
| combo =''Starter'' 5B | | 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 751: | Line 745: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =* | | notes =*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 | ||
* | |||
}} | }} | ||
}} | }} | ||
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===Low Scaling Starters=== | ===Low Scaling Starters=== | ||
Example Starters - 5B/2B/5C/2C | Example Starters - 5B/2B/5C/2C | ||
All standard starters work here too | All standard starters work here too | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =''Starter'' 2C 6B dash f.5B 6C 214[A] cl.5C j.B j.C j.A 5B 6C 214B | | combo =''Starter'' 2C 6B dash f.5B 6C 214[A] cl.5C j.B j.C j.A 5B 6C 214B | ||
Line 779: | Line 768: | ||
*Alternate route good for confirming off tip 2C/6B | *Alternate route good for confirming off tip 2C/6B | ||
*Only works on Waldstein, Gordeau, Merkava, Seth, Yuzuriha, Hilda, Chaos, Enkidu, Eltnum | *Only works on Waldstein, Gordeau, Merkava, Seth, Yuzuriha, Hilda, Chaos, Enkidu, Eltnum | ||
*All other characters will | *All other characters will side-swap after 214[A] leading into standard routes | ||
*Can also work off 2C w.xA starter but the dash link is very tight | *Can also work off 2C w.xA starter but the dash link is very tight | ||
}} | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo =''Starter'' 2C 6B dash 2B f.5B dl.6C 214[A] cl.5B cl.5C dl.j.B j.C j.A f.5B 6C 214B | |||
| basedamage =3086 | |||
| bonusdamage = | |||
| cost = | |||
| metergain =69.76% | |||
| oppmetergain = | |||
| location ={{Property-UNI|Midscreen}} | |||
| notes =*Alternate 214[A] confirm | |||
*Variation of OTG side-swap | |||
*Can also work off 2C w.xA starter but the dash link is very tight and will only work from mid-range | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =''Starter'' 2C 6B dash 2B f.5B 6C 214[A] dash(under) 5A cl.5C dl.j.B j.C | | combo =''Starter'' 2C 6B dash 2B f.5B 6C 214[A] dash(under) 5A cl.5C dl.j.A j.B j.C f.5B 6C 214B | ||
| basedamage =2880 | | basedamage =2880 | ||
| bonusdamage = | | bonusdamage = | ||
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| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =*Alternate 214[A] confirm | | notes =*Alternate 214[A] confirm | ||
*Double side-swap route | *Double side-swap route into same side | ||
* | *High damage but difficult and generally not practical | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =2C w.2A 6C 214A 5A | | combo =2C w.2A 6C 214A 5A 5C dl.j.A dl.j.B land j.AT | ||
| basedamage = | | basedamage =2492 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain =38.12% | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =*Confirm off 2C 2A/5A rebeat | | notes =*Confirm off 2C 2A/5A rebeat into air throw ender | ||
* | *Low damage but reliable as 214[A] repeat proration does not allow for AT | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 810: | Line 813: | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain =55.00% | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Anywhere}} | | location ={{Property-UNI|Anywhere}} | ||
| notes =*Confirm off 2C 2A/5A rebeat into 214B ender | | notes =*Confirm off 2C 2A/5A rebeat into 214B ender | ||
*High damage go-to confirm from 2C w.xA | |||
}} | |||
{{ComboData-UNI | |||
| combo =2C(CH) dash f.5B 6B 66B 2B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | |||
| basedamage =3333 | |||
| bonusdamage = | |||
| cost = | |||
| metergain =69.75% | |||
| oppmetergain = | |||
| location ={{Property-UNI|Midscreen}} | |||
| notes =*Counter-hit confirm route into relaunch | |||
*2C has enough hitstun on counter-hit that it can fully recover and this combo is still possible | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =*Neta combo | | notes =*Neta corner combo | ||
*Only works on Wald/Merk/Gordo | |||
}} | }} | ||
}} | }} | ||
Line 852: | Line 868: | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =*Standard 6C confirm into fireball relaunch | | notes =*Standard 6C confirm into fireball relaunch | ||
*General go to punish with good carry and damage | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 875: | Line 881: | ||
*Side swaps with opponent | *Side swaps with opponent | ||
*Can dash 6C instead of microwalk | *Can dash 6C instead of microwalk | ||
*Can do j.B j.C j.A f.5B 6C 214B ender instead of AT | *Can do j.B j.C j.A f.5B 6C 214B ender instead of AT for side swap carry | ||
*Can omit 236A walk 6C for stability | *Can omit 236A walk 6C for stability | ||
}} | }} | ||
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| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =*6C punish | | notes =*Standard 6C punish route | ||
* | *High damage, simple route with generous timing | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 898: | Line 904: | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =*6C into dashout route | | notes =*6C into dashout route | ||
*Builds | *Builds just over 100 meter in vorpal, allowing you to end in CVO IW for 5192+ damage from 0 meter | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 909: | Line 915: | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =*Bathwater loop. Neta combo. | | notes =*Bathwater loop. Neta combo. | ||
*Can replace 66B(x2) with loops with use of CS or CH 6C | *Can replace 66B(x2) with extra cl.5B loops with use of CS or from CH 6C | ||
}} | }} | ||
}} | }} | ||
Line 922: | Line 928: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =66C(CH) w.214A dash f.5B | | combo =66C(CH) w.214A dash f.5B 6C 214A cl.5B f.5B j.B j.C j.A f.5B 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
Line 929: | Line 935: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Requires counter-hit for extended hit-stun | ||
*Whiff 214A to move forward and recover faster | |||
*Easy version of 66C CH routing | |||
*f.5B needs to hit from within half its range | |||
*Can replace 214A cl.5B f5B with 236A dash f.5C fireball relaunch routing | |||
}} | }} | ||
{{ComboData-UNI | |||
| combo =66C(CH) w.214A dash f.5B 6C 214A | | combo =66C(CH) w.214A dash f.5B 6B 66B 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B | ||
| basedamage = | | basedamage =3312 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
Line 939: | Line 949: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Requires counter-hit for extended hit-stun | ||
*Requires counter-hit for extended hit-stun | |||
*Whiff 214A to move forward and recover faster | |||
*Requires a deep f.5B hit for 6B to connect | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 949: | Line 962: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Non-ch route from 66C into j.6[C] to stabilise into standard relaunch route | ||
*Short dash before 6D j.6[C] required | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =66C 236B 236C dash 6D j. | | combo =66C 236B 236C dash 6D j.6[C] dash 2C dl.f.5B 6C 214[A] cl.5B cl.5C j.B j.C j.A 5B 6C 214B | ||
| basedamage =3135 | | basedamage =3135 | ||
| bonusdamage = | | bonusdamage = | ||
Line 959: | Line 973: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Non-ch route from 66C into j.6[C] to stabilise into standard relaunch route | ||
*Short dash before 6D j.6[C] required | |||
*Slightly altered route into 214[A] for side-swap | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =66C 66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | | combo =66C dl.66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
Line 969: | Line 985: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*High damage corner route | ||
*Delays may be required if 66C hits from further away | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =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 | | combo =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 | ||
| basedamage = 3221 | | basedamage =3221 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
Line 979: | Line 996: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*High air to air counter-hit route | ||
*j.214A may need to be slightly delayed if the opponent is too close | |||
*If j.8C hits while falling, j.214A can be omitted | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 989: | Line 1,008: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
| notes =*Whiff j.214B to move slightly closer to do a little bit more damage(~200). | | notes =*Non-CH air to air route. | ||
*Whiff j.214B to move slightly closer to do a little bit more damage(~200). | |||
}} | }} | ||
}} | }} | ||
Line 997: | Line 1,017: | ||
These combos are starters performed off knockdown attacks. They will initially use one bounce which may affect standard routes, leading to some variations. | 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 | These starters are | ||
* 6B, 2C (CH), j.AT, j.2C | *6B, 2C (CH), j.AT, j.2C | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
Line 1,008: | Line 1,028: | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Anywhere}} | ||
| notes = | | notes =*Universal relaunch route off knockdown starters | ||
*Lower damage than fireball relaunch route but | |||
*Works off almost any distance | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,018: | Line 1,040: | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Fireball relaunch | ||
*Can do a dash buffered 66B to move slightly closer to stabilise the route | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =''Starter'' 66B dl | | combo =''Starter'' 66B dl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,028: | Line 1,051: | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Basic high damage corner route | ||
*May need to delay from both f.5C and 236A if the starter connects from further away | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =''Starter'' 66B dl. | | combo =''Starter'' 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,038: | Line 1,062: | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Dashout route from corner | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,048: | Line 1,072: | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Midscreen}} | ||
| notes = | | notes =*Stylish mid-screen route with j.236A juggle | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,057: | Line 1,081: | ||
| cost = | | cost = | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =* | | notes =*Stylish corner route with j.236A juggle | ||
}} | }} | ||
}} | }} | ||
===236x Starters=== | |||
As fireballs launch the opponent with a moderate untechable time, it allows opportunities for a good damage combo. | |||
*As the confirm from a 236x starter is a link, confirms can only be done when spaced away from the opponent, utilizing travel time to shorten effective recovery | |||
*Counter-hits on fireballs are effectively untechable knockdown, allowing more leniency for routes and allowing some to work from closer range | |||
*236A/B differ only in the speed of the fireball and 236B having slightly more recovery | |||
*Starters between the two are interchangeable, where applicable, with 236B starters doing slightly more damage due to lack of SMP with 236A | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =236A f.5B | | combo =236A dash f.5B 6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | ||
| basedamage = | | basedamage =3066 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost =54.57% | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Midscreen confirm off 236A hit into fireball relaunch | ||
}} | |||
{{ComboData-UNI | |||
| combo =236x f.5B 214A cl.5B 5C j.B j.C j.A 5B 6C 214B | |||
| basedamage =3106 | |||
| bonusdamage = | |||
| cost = 54.49% | |||
| metergain = | |||
| oppmetergain = 6568 3401 | |||
| location ={{Property-UNI|Corner}} | |||
| notes =*Simple confirm off close 236x hit | |||
}} | |||
{{ComboData-UNI | |||
| combo =236x f.5B 236A 214A 5B 5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | |||
| basedamage =3403 | |||
| bonusdamage = | |||
| cost =65.68% | |||
| metergain = | |||
| oppmetergain = | |||
| location ={{Property-UNI|Corner}} | |||
| notes =*Confirm into high damage route | |||
*Works off any distance confirm as long as f.5B connects | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,099: | Line 1,135: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Higher damage confirm from 236A | ||
*Only works at near tip 66B spacing | |||
*Can work from closer or from 236B starter on counter-hit | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo =236x 66C 66B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | ||
| basedamage = | | basedamage =3683 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
Line 1,109: | Line 1,147: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Long distance confirm from 236x | ||
*Can only be done from far spacing | |||
*66C will effectively be untechable until touching the ground. Delaying the 66B can help combo stability | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =tk.j.236A f.5B | | combo =tk.j.236A f.5B 214A cl.5B dl.j.8B dl.j.8C j.2C dl.5C 6C 214B | ||
| basedamage = | | basedamage =3167 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
Line 1,119: | Line 1,159: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Simple corner confirm | ||
*Will work as long as f.5B connects | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =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 | | combo =tk.j.236A (CH) 66B 236A 214A cl.5B 236A cl.5B dl.5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | ||
| basedamage =3521 | | basedamage =3521 | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,129: | Line 1,170: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*More optmal confirm taking advantage of the increased untechable time from counter-hit | ||
}} | }} | ||
}} | }} | ||
Line 1,136: | Line 1,177: | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | |||
| combo = 214B CS dash f.5B 6B 66B f.5B dl.6C 236A dash f.5C j.BCA f.5B 6C 214B | |||
| basedamage = 3624 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}} | |||
| metergain = 32.20% | |||
| oppmetergain = | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Confirm off mid-screen 214B with CS. | |||
*For when 214B hits in neutral to convert into good damage and corner carry. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214B 236C dash f.5B 6C 236A dash f.5C j.B j.C | |||
| basedamage = | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Confirm off mid-screen 214B with 100 meter. | |||
*For when 214B hits in neutral to convert into good damage and corner carry. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214B 236C dash f.5B 6C 236A dash 6C 214[A] cl.5C j.B j.C j.A f.5B 6C 214B | |||
| basedamage = | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Confirm off mid-screen 214B with CS. | |||
*Dash 6C route for 214[A] side-swap | |||
*Can go for air throw or other 214[A] routes instead | |||
*Difficult combo | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214B IW | |||
| basedamage = 4233 | |||
| bonusdamage = | |||
| cost = 200 {{Property-UNI|EXS}} | |||
| metergain = 0% | |||
| oppmetergain = | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *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 | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214B cl.5B f.5B 6B 66B cl.5C 236A 5C j.B j.C j.A cl.5B 6C 214B | |||
| basedamage = 3784 | |||
| bonusdamage = | |||
| cost = | |||
| metergain = 75.81% | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes =*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. | |||
}} | |||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =214B cl.5B 2C 2B 236A 66C dash cl.5B cl.5C j.B j.C j.A cl.5B 6C 214B | | combo =214B cl.5B 2C 2B 236A 66C dash cl.5B cl.5C j.B j.C j.A cl.5B 6C 214B | ||
| basedamage = | | basedamage =3737 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 69.31% | ||
| oppmetergain = | | oppmetergain = | ||
| location = | | location ={{Property-UNI|Corner}} | ||
| notes = | | notes =*Dash-out route | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,154: | Line 1,254: | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Corner}} | | location ={{Property-UNI|Corner}} | ||
| notes =*Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C | | notes =*Standard 214C route | ||
*Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C | |||
*Hyde requires a delay cl.5B | |||
*Linne requires cl.5C instead of cl.5B | |||
}} | |||
{{ComboData-UNI | |||
| combo =214C 5A cl.5B 236A 66C dash(out) cl.5B 2C 2B 5C j.B j.C j.A cl.5B 6C 214B | |||
| basedamage = | |||
| bonusdamage = | |||
| cost =100% {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location ={{Property-UNI|Corner}} | |||
| notes =*Dashout route | |||
*Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C | |||
*Hyde requires a delay cl.5B | |||
*Linne requires cl.5C instead of cl.5B | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
Line 1,171: | Line 1,287: | ||
===22x Starters=== | ===22x Starters=== | ||
2794 | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =22A CS dash f.5B 6B 66B dl. | | combo =22A 236C 6C 214[A] cl.5B cl.5B j.B j.C j.A f.5B 214B | ||
| basedamage = | | basedamage =2744 | ||
| bonusdamage = | |||
| cost =100 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location ={{Property-UNI|Midscreen}} | |||
| notes =*Stable confirm from 22A into instant 236C (e.g safe 22A) | |||
*As with all 214[A] routes, can replace the route post-214[A] with AT | |||
}} | |||
{{ComboData-UNI | |||
| combo =22A dl.j.236C dash f.5B 6C 236A dash f.5C j.B j.C j.A | |||
| basedamage =2794 | |||
| bonusdamage = | |||
| cost =100 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location ={{Property-UNI|Midscreen}} | |||
| notes =*Confirm off delayed j.236C | |||
}} | |||
{{ComboData-UNI | |||
| combo =22A CS dash f.5B 6B 66B dl.f.5B 6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | |||
| basedamage =3299 | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = {{Property-UNI|Vorpal}} | ||
| oppmetergain = | | oppmetergain = | ||
| location ={{Property-UNI|Midscreen}} | | location ={{Property-UNI|Midscreen}} | ||
Line 1,198: | Line 1,335: | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = {{Property-UNI|Vorpal}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
Line 1,279: | Line 1,416: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo =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 | | combo =5C(CH) 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 | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = |
Revision as of 08:26, 29 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.
|
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. These combos 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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5A cl.5B f.5B 2C 6B 66B dl.2B 6C 214[A] cl.5B cl.5C j.B j.C j.A f.5B 214B | 3153 | 71.61% | 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 | |
| ||||
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 | |
|
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 6C dash f.5B cl.5C j.B j.C j.A 5B 214B | 2613 | 53.18% | Anywhere | |
| ||||
6D j.6C 2B 2C 6B 66B f.5B 6C 214[A] cl.5C j.AT | 2509 | 50.93% | Midscreen | |
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6D j.6C 5C 6C dash 66B cl.5B j.8C j.2C 2C dl.5C 6C 214B | 3041 | 70.43% | Midscreen | |
| ||||
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 dl.2B dl.6C 236A dash f.5C j.6[C] dash 2C dl.5C 6C 214B | 2586 | 63.33% | Midscreen | |
| ||||
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 2C 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3798 | 76.14% | Midscreen | |
| ||||
6C 5C 6B 66B cl.5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 4115 | 77.68% | Corner | |
|
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 | |
| ||||
B+C 214A cl.5B 5C dl.j.A dl.j.B land j.AT | 1669 | 28.31% | Anywhere | |
|
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 |
| ||||
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 | |
| ||||
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 combo concepts 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 |
| ||||
214B j.236C dash f.5B 6C 236A dash f.5C j.B j.C | 3073 | 100 EXS | 18.28% | Midscreen |
| ||||
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 | |
| ||
... j.B j.C | Anywhere | |
| ||
... 214B | Anywhere | |
| ||
... j.214B | Anywhere | |
| ||
... 22B | Anywhere | |
| ||
... j.6[C] dash 2C w.2A | Anywhere | |
| ||
... 7j.6[C] j.236A | Corner | |
| ||
... 214B j.214C | 100 EXS | Anywhere |
| ||
... 6C 22A 22C | 100 EXS | Anywhere |
| ||
... 214B j.236C | 100 EXS | Corner |
| ||
... 2C 6C IW | 200 EXS | Anywhere |
| ||
... IWEX | 200 EXS, Vorpal or GRD Break | Anywhere |
|
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.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 | |||
| ||||
Starter 5B 2C 6B 66B 214A 5A 5B j.A j.B j.6C 5A 6C 214B | Anywhere | |||
| ||||
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 | ||
| ||||
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 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 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 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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Low Scaling Starters
Example Starters - 5B/2B/5C/2C
All standard starters work here too
|- class="nav-header" style="text-align:right"
| style="text-align:left" data-sort-value="15" | Starter 2C 6B dash f.5B 6C 214[A] cl.5C j.B j.C j.A 5B 6C 214B | style="width:12%;" | 3119 | style="width:12%;" | | style="width:12%;" | | style="width:12%;" | Midscreen
|- class="expand-child" | colspan="5" style="text-align:left" |
- Alternate 214[A] confirm
- Does not side-swap
- Alternate route good for confirming off tip 2C/6B
- Only works on Waldstein, Gordeau, Merkava, Seth, Yuzuriha, Hilda, Chaos, Enkidu, Eltnum
- All other characters will side-swap after 214[A] leading into standard routes
- Can also work off 2C w.xA starter but the dash link is very tight
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Starter 2C 6B dash 2B f.5B dl.6C 214[A] cl.5B cl.5C dl.j.B j.C j.A f.5B 6C 214B | 3086 | 69.76% | Midscreen | |
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Starter 2C 6B dash 2B f.5B 6C 214[A] dash(under) 5A cl.5C dl.j.A j.B j.C f.5B 6C 214B | 2880 | Midscreen | ||
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2C w.2A 6C 214A 5A 5C dl.j.A dl.j.B land j.AT | 2492 | 38.12% | Anywhere | |
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2C w.2A 6C 214A 5A 5C j.6[C] dash 2C dl.5C 6C 214B | 2931 | 55.00% | Anywhere | |
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2C(CH) dash f.5B 6B 66B 2B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3333 | 69.75% | Midscreen | |
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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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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 f.5B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3713 | Midscreen | ||
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6C dash 2C 6B 66B dl.2B 6C 236A walk 6C 214[A] cl.5B cl.5C j.AT | 3641 | Midscreen | ||
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6C 5C 6B 66B cl.5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 4115 | 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 | 4048 | 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 6C 214A cl.5B f.5B j.B j.C j.A f.5B 6C 214B | Midscreen | |||
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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 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.6[C] dash 2C dl.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 dl.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 | Anywhere | |||
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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 | Midscreen | |||
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Starter 66B dl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | Corner | |||
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Starter 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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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 | Midscreen | |||
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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 | Corner | |||
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236x Starters
As fireballs launch the opponent with a moderate untechable time, it allows opportunities for a good damage combo.
- As the confirm from a 236x starter is a link, confirms can only be done when spaced away from the opponent, utilizing travel time to shorten effective recovery
- Counter-hits on fireballs are effectively untechable knockdown, allowing more leniency for routes and allowing some to work from closer range
- 236A/B differ only in the speed of the fireball and 236B having slightly more recovery
- Starters between the two are interchangeable, where applicable, with 236B starters doing slightly more damage due to lack of SMP with 236A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A dash f.5B 6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3066 | 54.57% | Corner | |
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236x f.5B 214A cl.5B 5C j.B j.C j.A 5B 6C 214B | 3106 | 54.49% | Opp: 6568 3401 |
Corner |
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236x f.5B 236A 214A 5B 5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3403 | 65.68% | 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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236x 66C 66B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3683 | Corner | ||
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tk.j.236A f.5B 214A cl.5B dl.j.8B dl.j.8C j.2C dl.5C 6C 214B | 3167 | Corner | ||
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tk.j.236A (CH) 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 | ||
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214x Starters
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 236C dash f.5B 6C 236A dash f.5C j.B j.C | 100 EXS | Midscreen | ||
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214B 236C dash f.5B 6C 236A dash 6C 214[A] cl.5C j.B j.C j.A f.5B 6C 214B | 100 EXS | Midscreen | ||
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214B IW | 4233 | 200 EXS | 0% | Anywhere |
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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 cl.5B 2C 2B 236A 66C dash cl.5B cl.5C j.B j.C j.A cl.5B 6C 214B | 3737 | 69.31% | Corner | |
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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 | 100% EXS | 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
2794
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22A 236C 6C 214[A] cl.5B cl.5B j.B j.C j.A f.5B 214B | 2744 | 100 EXS | Midscreen | |
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22A dl.j.236C dash f.5B 6C 236A dash f.5C j.B j.C j.A | 2794 | 100 EXS | Midscreen | |
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22A CS dash f.5B 6B 66B dl.f.5B 6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | 3299 | Vorpal | 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 | Vorpal | 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(CH) 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: 2020-03-29 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 |