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

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   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        =*High damage punish route using 6C starter
   | notes        =*High damage punish route using 6C starter.
*Uses the fireball relaunch route piece for high damage and corner carry
*Uses the fireball relaunch route piece for high damage and corner carry.
*Depending on the distance after hitting with 6B 2B can be replaced with f.5B to stablize the combo
*Depending on the distance after hitting with 6B 2B can be replaced with f.5B to stablize the combo.
*[https://www.youtube.com/watch?v=ZCQ5wL4lN9Y&list=PLLu_MqiFFyrkZ5-80TQ35SjUv02ZF4yUm&index=16 Video.]
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   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Easy high damage corner 6C route
   | notes        = *Easy high damage corner 6C route.
*Teaches 214A cl.5B j.2C route
*Teaches 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
*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.
*[https://www.youtube.com/watch?v=d9HrcAQLlPM&list=PLLu_MqiFFyrkZ5-80TQ35SjUv02ZF4yUm&index=17 Video.]
  }}  
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Revision as of 18:03, 31 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

For ST routes to learn at a beginner level, check out Akatsuki Beginner Combos by Raidhyn

  • Be familiar with many of the concepts above before proceeding below
  • These combos are still useful but some of the combo concepts are beginner level and generally not preferred

The combos below are hand picked to give an introduction to a number of core Akatsuki combo pieces, covering a variety of situations. They are practical and generally easy and close to optimal in many 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. Understanding the route pieces and how to adjust in the fly is core to Akatsuki's combo game.

  • 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
  • Basic midscreen BnB.
  • Decent damage, decent screen carry.
  • Only works against a grounded opponent.
  • Works off any amount of hits.
  • Video
  • Variation of the basic midscreen BnB into simple air throw ender.
  • Less damage than the midscreen BnB but has better okizeme.
  • Works off any amount of hits into standing 6C (Can omit f.5C for consistency).
  • Video
  • Basic knockdown route using 2C and 6B into air throw ender.
  • Low damage but a very stable route.
  • Teaches dl.j.A dl.j.B route into pick-up route.
  • Can replace j.AT with 5B 6C 214B for more corner carry over hard knockdown.
  • Video
  • Confirm off 2B poke.
  • Good damage and good screen carry.
  • 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.
  • Combo can also work if 2B is substituted with 2A or 5A.
  • Video
  • General purpose route for midscreen combos into AT ender.
  • High damage route incorporating 214[A].
  • Will side-swap Akatsuki after 214[A].
  • Can add cl.5B before cl.5C for a little bit extra damage. Delay cl.5B to hit the opponent as they're about to touch the ground in this case.
  • Video
  • High damage route into reverse side-swap incorporating 214[A].
  • Will side-swap Akatsuki after 214[A].
  • Will carry the opponent slightly past their initial starting location at the beginning of the combo.
  • Video
  • High damage midscreen confirm from 2C.
  • Teaches fireball relaunch route which is integral to corner carry and high damage midscreen.
  • 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 or to avoid SMP.
  • Video
  • 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.
  • Video
  • General 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.
  • Can omit dl.j.8B and do j.8C j.2C with no delay for stability off high scaling starters.
  • Video

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.
  • Higher damage route focusing on corner carry.
  • Teaches dash f.5B cl.5C into relaunch route.
  • Assault starters have heavy scaling and thus many other combo extensions will not be possible.
  • On counter-hit the scaling is relaxed and other standard routes are possible.
  • Video.
  • Alternative midscreen combo from assault starter into AT ender
  • Okizeme focused route
  • 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
  • Video.
  • Standard high damage corner route 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.
  • Video.
  • Overhead confirm into Air Throw ender.
  • Can be performed after any distance hit of 6B. Generally used from far 6B confirms.
  • AT can be swapped for cl.5B 6C 214B for corner carry/damage.
  • Video.
  • 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.
  • Video.
  • Simple high damage corner route from 6B.
  • Teaches 214A 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.
  • Video.

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
  • High damage punish route using 6C starter.
  • Uses the fireball relaunch route piece for high damage and corner carry.
  • Depending on the distance after hitting with 6B 2B can be replaced with f.5B to stablize the combo.
  • Video.
  • Easy high damage corner 6C route.
  • Teaches 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.
  • Video.

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
  • High damage corner carry route without vorpal
  • Air throw route for okizeme

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 midscreen 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 combo concepts are good to know to maximise resources when possible to take advantage of opportunities.

Combo Damage Cost Meter Gain Location
  • 214B j.214C ender for corner carry and knockdown
  • 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 midscreen 214B hits
  • Simple version of metered confirm from 214B into j.C knockdown
  • 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 for additional damage
  • 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.

Video Reference to this section, by Marmatato

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
  • Basic midscreen BnB
  • Easy but does minimal damage
  • Jump route against standing opponents only
  • Decent damage and can replace 2C 6C.. ender with dash AT
  • UNICLR standing route using j.6[C] against standing opponents only
  • Can omit 66B 5A for an easier combo
  • Can replace 2C 6C.. ender with dash AT
  • 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.
  • Fireball-less relaunch route from 6C
  • Good damage and screen carry
  • Off 5A/2A starters, the 6C can be ommitted for stability
  • Low damage AT route from 6B extension
  • Used in place for AT where 214[A] may not hit correctly for combo extension
  • 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)
  • Midscreen side-swap combo using 214[A] routing
  • 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 okizeme and/or side-swap
  • Air throw may need to be delayed depending on the opponents height when juggled. cl.5C can be ommitted for stability.
  • 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
  • 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.
  • 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
  • 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 (i.e Assault starter)
  • 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
  • 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


Low Scaling Starters

These combos will only work from lower scaling starters (i.e not 5A/2A).

  • Example Starters - 5B/2B/5C/2C

Any combos from the starter section can work here and may be more lenient due to the lower scaling

Combo Damage Cost Meter Gain Location
  • 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
  • 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
  • Alternate 214[A] confirm
  • Double side-swap route into same side
  • High damage but difficult and generally not practical
  • Confirm off 2C 2A/5A rebeat into air throw ender
  • Low damage but reliable as 214[A] repeat proration does not allow for AT
  • Confirm off 2C 2A/5A rebeat into 214B ender
  • High damage go-to confirm from 2C w.xA
  • Counter-hit confirm route into relaunch
  • 2C has enough hitstun on counter-hit that it can fully recover and this combo is still possible
  • Slightly more optimal confirm off 2C 2A/5A rebeat into f.5B pickup off j.C
  • Only works on Hyde/Linne
  • Neta corner combo
  • Only works on Wald/Merk/Gordo

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
  • Standard 6C confirm into fireball relaunch
  • General go to punish with good carry and damage
  • 6C confirm into microwalk 6C for 214[A] juggle
  • Side swaps with opponent
  • Can dash 6C instead of microwalk
  • 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
  • Standard 6C punish route
  • High damage, simple route with generous timing
  • 6C into dashout route
  • Builds just over 100 meter in vorpal, allowing you to end in CVO IW for 5192+ damage from 0 meter
  • Bathwater loop. Neta combo.
  • Can replace 66B(x2) with extra cl.5B loops with use of CS or from CH 6C


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
  • 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
  • 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
  • Non-ch route from 66C into j.6[C] to stabilise into standard relaunch route
  • Short dash before 6D j.6[C] required
  • 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
  • High damage corner route
  • Delays may be required if 66C hits from further away
  • 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
  • Non-CH air to air route.
  • Whiff j.214B to move slightly closer to do a little bit more damage(~200).

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
  • Universal relaunch route off knockdown starters
  • Lower damage than fireball relaunch route but
  • Works off almost any distance
  • Fireball relaunch
  • Can do a dash buffered 66B to move slightly closer to stabilise the route
  • Basic high damage corner route
  • May need to delay from both f.5C and 236A if the starter connects from further away
  • Dashout route from corner
  • Stylish mid-screen route with j.236A juggle
  • 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
Combo Damage Cost Meter Gain Location
  • Midscreen confirm off 236A hit into fireball relaunch
  • Simple confirm off close 236x hit
  • Confirm into high damage route
  • Works off any distance confirm as long as f.5B connects
  • Higher damage confirm from 236A
  • Only works at near tip 66B spacing
  • Can work from closer or from 236B starter on counter-hit
  • 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
  • Simple corner confirm
  • Will work as long as f.5B connects
  • More optmal confirm taking advantage of the increased untechable time from counter-hit

214x Starters

Combo Damage Cost Meter Gain Location
  • Confirm off mid-screen 214B with CS.
  • For when 214B hits in neutral to convert into good damage and corner carry.
  • Confirm off mid-screen 214B with 100 meter.
  • For when 214B hits in neutral to convert into good damage and corner carry.
  • 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
  • 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
  • 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.
  • Dash-out route
  • 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
  • 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
  • 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

2794

Combo Damage Cost Meter Gain Location
  • 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
  • Confirm off delayed j.236C
  • 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: 2020-03-31 by Marmotato.

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
General
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Frame Data
Hyde
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