Akatsuki Blitzkampf/Mycale
Background
A witch belonging to a secret society called Gesellschaft, she has been operating from the shadows at the turning points of history since the olden days of the Middle Ages. She plans to recover a missing weapon. (from character selection screen)
Read the translation of her arcade mode!
Here's also the translation of Perfecti's arcade mode!
Introduction
- Armor ratio = 1.050 (first lowest *default)
- Forward speed = 4.5 dots/frame (second slowest default)
- Backwards speed = 3.5 dots/frame (second slowest default)
- Jump startup - 4F (second slowest default)
- Backdash duration - 24F (fourth slowest)
- Her forward dash goes through opponents.
*Not counting Wei's buffs or Anonym's post-ressurection armor increase
- Pretty easy gameplan (zone 'em)
- Very high combo damage at close range (meterless\with meter) or at any range (with meter)
- Can get full combos on the ground at any range if has meter and even has 2-bar and 3-bar (without using Level 3) combos at close range
- Ground throw sends your opponent fullscreen away, air throw cannot be teched
- Good lows and pokes, has some guessing games with 623X and in overall with her zoning variety
- Very strong okizeme
- Great horizontal range on reflector auto-counter and it throws your opponent fullscreen away (3\4 if from crouching one)
- Good standing\air reflector combos
- Has zoning tools for any range
- Smallest idle hurtbox in the game which doesn't change when she walks and dashing hurtbox is only slightly taller
- Can dash through opponent
- Almost everything is OTG
- Good reversals in the form of 236+B+C (though bad vs jump-ins and damage is pretty low) and Level 3
- Really fun and flashy when you make her work (and you get some swag winning pose as a reward)
- Hard execution due to having 632X input (plus 22X, 214X, 236X), specials-heavy gameplay and really small input window on 623+B+C link in combos where it's not a juggle
- Mediocre close combat and anti-airs
- Has only one command normal that is mediocre too
- Bad cross-up and has no overheads except jumping attacks
- Tons of recovery and\or slow startup on her specials
- Bad vertical range on reflector auto-counter
- Inconsistent crouching reflector combos
- Hard to start the most damaging meterless and the most damaging 1-bar combos (5C starter)
- Worst armor ratio in the game meaning you will receive the most possible damage
- Mediocre mobility
- Second slowest moving speed in both directions (only Wei is slower)
- Second slowest jump startup (only Blitztank is slower)
- Fourth slowest backdash
- Her zoning can be easily blocked or reflected (the latter option leaves you wide open)
- Her best button (214X) doesn't have fullscreen version (why)
- Most of her zoning tools have no knockdown even in the air or even with meter, giving opponent easier time to approach you (to be fair, on the ground it gives you opportunity to combo with meter, albeit it is very inconsistent due to low hitstun, yeah, 623+B+C link)
- All of her specials are instantly cancelled if Mycale is hit, even after their startup and recovery are done (it's really stupid)
- She is zoner and this game has reflectors (also Murakumo exists)
- Has very hard time when cornered (also Murakumo exists)
All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)
Universal Mechanics
Reflectors
BC / 2BC / j.BC: Mycalle summons a Valkyrie, which pokes the opponent with her sword. Hard.
- 1hit = 500dmg (standing and air auto-counter) / 400dmg (crouching)
- Standing and Air auto-counters knock the opponent full screen away and result in a wallslam (final distance is ~3/4 of the screen).
- Crouching kick ~3/4 of the screen away, no wallslam.
- Startup 7 (standing/crouching)/ 6(aerial)
Throws
Standing Throw
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Aerial Throw
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Normal Moves
5A
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5B
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5C (far)
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5C (close)
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2A
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2B
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2C
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j.A
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j.B
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j.C
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8C
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Command Normals
ナーゼタウヘン - Nase Tauchen
j.2+A/B/C |
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Special Moves
フェンリル - Fenrir - 236+A/B/C:
フレイア - Freyja - 214+A/B/C:
グングニル - Gungnir - 632+A/B/C:
ミョルニル - Mjolnir - 22+A/B/C:
EX and Super Moves
特攻フェンリル - EX Fenrir - 236+B+C:
特攻フレイア - EX Freyja - 214+B+C:
特攻グングニル - EX Gungnir - 632+B+C:
特攻ミョルニル - EX Mjolnir - 22+B+C:
ヨルムンガンド - Jörmungandr - A+B+C:
General Strategy
Combos
Normal combos
no meter mid screen:(close)5c jbj2c 5b 214b/c :3110 damage (3656 with jc starter)
no meter corner:(close)5c jbj2c 5aaaa 5b 214a :3485 damage
100 meter corner:(close)5c jbj2c 5aaaa 5b 236a 236b+c :4603 damage (4509 damage with 3x 5a, 4x 5a is harder than the better combo below)
100 meter corner:(close)5c jbj2c 5aaa 5b 236a 214b+c :4680 damage
Full meter:(close)5c jbj2c 5a5b 214a a+b+c :6860 damage (7280 with jc starter)
closer to corner no meter: (close)5c jb2a (land) jab2a 5a 5b 214a : 3836 damage (2x5a 3929)
closer to corner 100 meter: (close)5c jb2a (land) jab2a 5a 5b 236a 236b+c :4944 damage
no meter mid screen/corner after 2a poke: 2a2b214a :1413 damage
meter mid screen/corner after 2a poke: 2a2b 214a 632b+c 5b -> 214b for damage or 632/22 for setup :3023 damage (3307 with 214 ender)
note: To get the maximum ammount of 5a in the cornerbnbs you need to do 5a 6 5a 6 5aa. You'll notice doing one 5a less will make the combo considerably easier.
Reflector Combos
After non corner reflector: Reflector -> 632a jb2c 5b 214b/c
After corner reflector: Reflector -> jb2c 5aaaa 5b 214a (same ex ender as 5c combos)
After deep corner reflector: Reflector -> jb2a jab2a 5a(a) 5b 214a (same ex ender as double jump combos)
Setups
632C -> Throw (before 632C hits)
632C close but not in corner -> Dashcrossup -> 632c hits -> 5c combo
Guardbreak Combos
Point blank: 632a 5c ~
214a distance: jc 5c ~
214b distance after freya break: 632a 632a+b 5b 214b
214b distance fenrir/gungnir/hammer break: jc 5c~
Full screen distance: 632a 632a+b 214b
Frame Data
source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Throws and Reflectors --------------------------------------- 4/5/6+A+B | 21 | 5 | KD | -- | j.4/5/6+A+B | 19 | 3 | KD | -- | 5+B+C | 16 | 7 | KD | +4 | c.B+C | 16 | 7 | KD | +4 | j.B+C | 16 | 6 | KD | +3 | Normals --------------------------------------- 5A | 11 | 4 | +4 | +4 | *UV 5B | 27 | 6 | -1 | -3 | *UV close 5C | 27 | 7 | KD | -6 | *UV far 5C | 28 | 11 | KD | -4 | *UV c.A | 14 | 4 | +0 | +0 | *UV c.B | 21 | 7 | -1 | -3 | *UV c.C | 27 | 10 | KD | -5 | *UV j.A | 15 | 4 | +0 | +0 | *UV j.B | 24 | 6 | VA | VA | *UV 7/9C | 25 | 7 | VA | VA | *UV 8C | 28 | 7 | KD | VA | *UV Command Normals --------------------------------------- j.2A | VA | 13 | VA | VA | landing recovery 3F? *UV j.2B | VA | 13 | VA | VA | landing recovery 3F? *UV j.2C | VA | 13 | VA | VA | landing recovery 3F? *UV Specials --------------------------------------- 236+A | 46 | 10 | -6 | -10 | 236+B | 50 | 12 | -9* | -12* | *if airborne enemy was hit by/guarded the attack 236+C | 54 | 14 | -11* | -14* | *if airborne enemy was hit by/guarded the attack 214+A | 46 | 15 | -1 | -5 | 214+B | 50 | 16 | -4 | -8 | 214+C | 54 | 17 | -7 | -11 | 632+A | 50? | 31 | +11? | +7? | *if not at screen's edge, there's a 3F hit delay, *UV 632+B | 50? | 51 | +31? | +26? | *if not at screen's edge, there's a 3F hit delay, *UV 632+C | 50? | 71 | +51? | +46? | *if not at screen's edge, there's a 3F hit delay, *UV 22+A | 46? | 30 | VA | +9?* | *if airborne enemy guarded the hit, *UV 22+B | 50? | 31 | VA | +6?* | *if airborne enemy guarded the hit, *UV 22+C | 54? | 9 | VA | +3?* | *if airborne enemy guarded the hit, *UV EX and Level 3 --------------------------------------- 236+B+C | 83? | 9 | KD | -9? | 1~13F invincible, *UV 214+B+C | 75 | 15 | +1 | -3 | 1~5F invincible 632+B+C | 79 | 26 | KD | +13 | 1~9F invincible; if not at screen's edge, there's a 2F hit delay 22+B+C | 80 | 29 | KD | +15* | 1~5F invincible, *if airborne enemy guarded 5 hits A+B+C | 104 | 5 | KD | -2 | superflash 50F, 1~9F invincible
Trivia