Akatsuki Blitzkampf/Akatsuki

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Akatsuki's official profile image


Akatsuki's pre-made colors

A high-ranking technical officer of the Imperial Army. Just before the end of the war, he was presumed dead in the Arctic Ocean while transporting a new weapon from an allied nation. Half a century later, he returned looking exactly the same and, having now superhuman abilities, he resumes his mission. (from character selection screen)

Read the translation of his arcade mode!


Akatsuki is the main character of the game so it's no surprise that he is one of the fireball archetypes with a special moveset consisting of a fireball, uppercut, and flying kick. Following the tradition of many fireball archetypes, Akatsuki is a well-rounded character with moves for practically every situation. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. With his combo potential, high damage, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.

  • Armor Ratio = 1.000

Normal Moves

Version Damage Guard Startup Adv Hit Adv Block
5A 500~ High/Low 4 +0 +0

A quick jab that is cancellable and can chain into a lot of his other ground normals.

5AA 797~ High/Low 4 +0 +0

5A's followup. Unlike the Under Night version, this one doesn't move Akatsuki forward, so it's very unlikely to hit the opponent from a whiffed 5A. Damage refers to the two, alone it deals 400~ damage.

5B (close)
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 -4 -6

A quick hitting uppercut. Doesn't have much range but it comes out rather fast and is great for starting combos off jump-ins.

5B (far)
Damage Guard Startup Adv Hit Adv Block
900~ High/Low 7 -3 -5

Note: can also be inputted as 5BB after a cl.5B.
A standing toe kick to the midsection. Has pretty good range and decent recovery which works great for spacing.

5C (close)
Damage Guard Startup Adv Hit Adv Block
1500~ High/Low 6 +0 -4

A powerful knee strike and your best starter for punishes/post-guard break. This move does quite a bit of damage and it can chain into his 6C launcher. It comes out relatively fast and works great in corner juggles.
You're gonna be seeing this a lot after jump-ins.

5C (far)
Damage Guard Startup Adv Hit Adv Block
1400~ High/Low 8 KD -8

A standing kick that hits above and in front of his head. Can be chained into from his B attacks and can act as an anti-air against various jump-ins.

Version Damage Guard Startup Adv Hit Adv Block
2A 400~ High/Low 4 +1 +1

The same as his 5A except performed while crouching and does less damage.

2AA 623~ High/Low 4 +0 +0

The same as his 5AA, except crouched and does less damage. It also is unlikely to hit from a whiffed 2A.
Damage refers to the paired version, on its own it deals 300~ damage.

Damage Guard Startup Adv Hit Adv Block
800~ Low 7 -3 -5

A crouching side kick. This move has good range and speed making it a great move for playing footsies. It can chain into his 5B making it easier to hit confirm for combos.

Damage Guard Startup Adv Hit Adv Block
1200~ Low 9 KD -8

A sweep kick. The startup isn't too bad but it seems to be a bit on the laggy side. It can go under some attacks so it's not really a horrible move.

Damage Guard Startup Adv Hit Adv Block
500~ High 4 +0 +0

A jumping knee attack with short range. This isn't really a good move to use in air-to-air situations because its range is short and the attack doesn't stay out that long. It is useful in juggle combos however.
This is also his nj.A.

Damage Guard Startup Adv Hit Adv Block
1000~ High 6 Variable Variable

A downward jumping kick. This move has quite a large hitbox so it can cross the opponent up. It also stays out for a while and it hits at a nice angle making it a great jump-in

Damage Guard Startup Adv Hit Adv Block
900~ High 5 Variable Variable

The first half animation of an axe kick that hits upward. Comes out quickly and is cancellable but nothing special otherwise.

Get used to this sprite. You'll see it here a lot.
Damage Guard Startup Adv Hit Adv Block
1500~ High 9 Variable Variable

A jumping axe kick. This move does more damage than the previous two and it comes out relatively quick. It will slam an airborne opponent into the ground if it hits them. It doesn't seem to stay out as long as the j.B and I haven't really used it in air-to-air situations all that much. I'm guessing it might get beat out by attacks that come out faster.

Damage Guard Startup Adv Hit Adv Block
1400~ High 7 Variable Variable

A spin kick performed while jumping in place. On hit, this attack will send the opponent flying across the screen and bounce them off the wall. Follow up with whatever juggle if this hits.

Command Normals

兜割リ - Kabuto Wari
Damage Guard Startup Adv Hit Adv Block
1200~ High 21 +6 +4

Akatsuki hops forward while performing a slower version of his j.C.

  • Since this move is an overhead, it is one of Akatsuki's greatest assets to his high-low game since it can either be chained from most of his ground normals or as a standalone attack.
  • If the attack hits, Akatsuki can go straight into a combo by linking a 2A or 5C(c) (much harder) into a launcher for solid damage.
  • Although it is safe on block, this move does carry some risk because it has no lower body invulnerability and he can be thrown out of it if spaced poorly.

Note: in Ausf. Achse, this move was changed to the overhead chop now familiar to UNI Akatsuki players.

顎割リ - Agito Wari
Miss this and you're dead
Damage Guard Startup Adv Hit Adv Block
1400~ High 10 Launch -16

Akatsuki dashes forward while performing a swift and powerful uppercut that will send the opponent flying vertically.

  • This is probably the meat of Akatsuki's combos as it allows him to perform all sorts of damaging juggles either midscreen or close to the corner.
  • Depending on how many hits preceded it, he can perform various combos that can send the opponent from halfscreen point into the corner with ease.
  • Performing it in a corner combo can lead to the damaging 214 loop.
  • Unlike its UNIB version, it cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open to punishment. As a result, this move is best utilized in combos.
瓦割リ - Kawara Wari
Can you call this a divekick?
Damage Guard Startup Adv Hit Adv Block
1600~ High 4 Variable Variable

Akatsuki kneels down with his fist pointing downward as he moves up slightly and then straight down with great force.

This move completely cancels any jump trajectory and can be used for baiting anti-air normals because of the slight delay at the beginning. It can be chained into from various air normals for further effectiveness.

Special Moves

電光弾 - Denkoudan
236 A/B/C/B+C (Air OK!)
Version Damage Guard Startup Adv Hit Adv Block
A 1000~ High/Low 10 -8 -12

Akatsuki fires a purple orb of electricity that travels the entire screen, in variable speeds.
Aerial versions share the same properties, though they travel in a 45° angle, deal less damage and have one extra frame of startup.

  • A version is the slowest.
B 1100~ High/Low 11 -7 -11
  • B version is 1.5 times faster than A.
C 1100~ High/Low 12 KD -10
  • C version is twice as fast as A.
  • Knocks down, allowing for safe approach - given the opponent doesn't Reflect it.
EX 2460~ High/Low 13 KD +0
  • Akatsuki fires 4 C fireballs that knock down the opponent.
  • Fairly easy to reflect, use with caution.
  • Its primary use is for ending combos but it may come in handy for the occasional projectile war.
徹甲脚 - Tekkoukyaku
214 A/B/C/B+C (Air OK!)
Version Damage Guard Startup Adv Hit Adv Block
A 1000~ High/Low 11 +0 -2

Akatsuki performs a series of jumping kicks while moving forward.
All kicks can avoid low attacks.
Aerial versions all have 8 startup and deal less damage (A: 800~; B: 1045~; C: 1339~).

  • A version is a single 8C-like hit.
  • Safe on block, though somewhat short on reach.
  • Can be used as a juggle combo tool. Read more in the combo section.
B 1391~ High/Low - High/Low 11 KD -15
  • B version hits twice (nj.C followed by nj.B).
  • Knocks up the opponent. You can juggle after it with 2A and combo after wards, though it's a tight link.
C 1781~ High/Low - High/Low - High 12 KD -14
  • C version hits thrice, (B version ending with a j.C) and slams the opponent into the ground.
  • The third hit is an overhead, and it's great for catching crouchers.
EX 3174~ High/Low 13 KD -25

Akatsuki repeats his A Tekkoukyaku 6 times, and finishes off with a B Tekkoukyaku. Good damage.

  • Can be comboed off of just about every cancellable ground normal that he has.
  • It's not particularly useful in juggles because depending on how many hits you use before it, a lot of the hits will miss and you won't get a lot of damage out of it.
  • You can use this move in the event that you land a random poke on the ground but are too far away to combo into his 6C.
人間迫砲 - Ningen Hakubou
22 A/B/C/B+C
It's no shoryuken but it's cute anyways.
Version Damage Guard Startup Adv Hit Adv Block
A 1400~ High/Low 3 KD -23

Akatsuki leaps vertically with his fist pointed upward.
This is your typical dragon punch move. It used to have more invincibility frames, but can still be used as an anti-air, reversal and in combos.

  • A version is a single hit.
  • Completely invincible on startup.
B 1663~ High/Low 4 KD -32
  • B version hits twice.
  • 1~4f invincible.
C 1878~ High/Low 5 KD -39
  • C version hits thrice and is completely invincible on startup.
EX 3517~ High/Low 5 KD -50

Akatsuki performs his C Hakubou and finishes it with his 3 aerial kicks.

  • This can eat up to half of the guard gauge in case the opponent decides to block it on the air. Though, if they block it on the ground, you're as good as dead.
  • Comboable off 214A.
  • The last hit ends with an nj.C which induces a wall bounce.
  • However, there is a significant amount of recovery making it impossible to follow up.
  • Does the most damage of his EX moves and it can be used on wakeup but use it wisely as it's really easy to parry and the opponent has all day to punish you as you land.

Super Move

神風 - Kamikaze
5AA c.5B c.5C f.5B f.5C 6B 2AA 2B 2C c.5B 6C 236 BOOM
Damage Guard Startup Adv Hit Adv Block
5528~ High/Low 15 (40f flash) KD -20

Akatsuki rushes forward and if the initial hit connects, he will perform a barrage of punches and kicks which end in a powerful energy blast that bounces the opponent off the wall.

Universal Mechanics


Ground Throw
4/5/6 A+B
Damage Guard Startup Adv Hit Adv Block
2000~ Throw 5 - ---

Akatsuki grabs the opponent and discharges them with an electric blast. The opponent can tech roll the throw upon landing.

Air Throw
j.4/5/6 A+B
Damage Guard Startup Adv Hit Adv Block
2000~ Throw 3 - ---

Akatsuki throws the opponent straight into the ground below him. This throw can not be tech rolled.


Standing Reflector
It's just a thicc 5A.
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 7 KD +3

Akatsuki throws forward a jab that launches the opponent, leading to simple combos in the corner or be cancelled into 214C for easy momentum.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
400~ Low 7 KD +3

Akatsuki does the same animation as his 2B, but this time it launches the opponent. Though followup value is about the same of his 5BC reflector.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500~ High (Low?) 7 KD +3

Akatsuki performs his j.A, and does a pretty high juggle. Has potential to start 214A loops, though it's a bit tighter to finish with a Kamikaze.

General Strategy


In spite of having the movelist of a shoto, Akatsuki can not be played like one. He can not spam projectiles and wait for the opponent to jump at him so he can score an anti-air. The reflector system absolutely kills that style of play. However, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves allow him to punish mistakes on the fly with oftentimes devastating results.


Since Akatsuki is a well-rounded character, he isn't all that confusing to use effectively. Every one of his moves have a specific application, some of which can be used in more than one situation. Knowing how each move can be utilized in each of the many different situations is essential for success just like with any other character.


Akatsuki is equipped with very useful pokes. These pokes are: 5A, 2A, 5B, 2B. The A attacks are best utilized up-close because they are quick and have short range. The B attacks are best utilized with a little more space between you and the opponent. The B attacks are great for footsies because of their range and speed. On hit you can turn them into a combo depending on your spacing. Or block, you can cancel into a 236_(to create space) or a 214A to stay within close proximities.


Akatsuki has a nice variety of moves which can be used for anti-air. However, due to the simplistic parrying system in the game, it isn't always wise to attempt an anti-air because not all of his anti-air options are parry-proof. This section lists his anti-airs and specific situations in which they may be used. As usual, mixing them up will yield better results.

  • 22A/B/C: This is perhaps the most obvious one since it acts like a Shoryuken. It will beat out a lot of attacks provided that you do not attempt it too early. Mixing in the different versions can help throw off the opponent's parry timing. eg: You do 22A but the opponent was expecting a 22B/C and ends up doing an extra parry. This allows you to land without taking damage and the situation ends neutral.
  • 22+B+C: This one can be used much like the one above. It deals much greater damage but it is also a lot riskier to use since if it gets blocked or parried, you are left completely vulnerable on the way down. It is best utilized if the opponent mistimes their meaty jump-in. Use this one with caution.
  • 5C: This attack hits at a nice upward angle making it a pretty good anti-air. If the opponent takes the hit, it will knock them down allowing you to close the gap between you. If they block it, it will push them back a bit leaving you safe.

The following can be used in situations in which the opponent jumps at you but none of the above will hit them reliably:

  • 5A: This can work against close empty jumps if you weren't quick enough to pull off a 22_ and are too close to hit a 5C. Hitting the opponent with one of these will cause them to quickly land on their feet which allows you to play a high-low upon their landing. You can also do this if they decided to block the 5A instead.
  • 5B: This may not look like an anti-air, but it can be used as one. This will hit opponents if they are outside your normal anti-air range but happen to stick out an attack pretty late. If they decided to block instead, it will push them back at a safe distance.
  • 2C: If the opponent sticks out a move, you might get hit, but otherwise this move will knock them down if they weren't holding crouch guard upon landing.


Once Akatsuki gets a knockdown, he can continue to pressure his opponents as they are standing up.

Akatsuki's 6B is an overhead and as a result, it must be blocked standing. On hit, you can link a 5A/2A into a combo for a knockdown and sometimes a corner situation. Alternatively, after a knockdown you can attempt this early and whiff it on purpose and as a result you can bait any wakeup attacks and block them in time. You can also use a meaty 2B after a whiffed 6B which must be blocked low and turn it into a combo which will also result in another knockdown or a tech punish. If the 6B gets blocked, you are relatively safe from punishment.

Akatsuki's j.B is a great crossup. When done correctly, the opponent must block in the opposite direction from which they are facing because he is no longer in front of them when the j.B connects. Because of the position and timing, it can be a difficult attack to parry consistently. If you can aim your jump in such a way that you are at the very top of the opponent's hitbox, you can confuse the opponent into thinking whether or not the j.B will cross them up. When the j.B does hit (crossup or not), you can turn it into a damaging combo.

Guard Break
Also worth mentioning is Akatsuki's amazing guard damage, especially in the corner. Whenever you're not outright opening your opponent up, you will at least be close to breaking his guard, unless he's parrying.

214A > 22C(2) > 236BC alone eats up almost half of the guard gauge, with no gap to parry the 236BC once the DP has been blocked, while also checking for mashing. A good use of meter for when you really need the pressure.

Tick Throw Setups
Tick throws will normally come off blocked attacks. But most of these will also work in the case that the initial attack hits the opponent and they don't poke out in time.

  • 2A -> throw
  • 6B -> [2A] -> throw (The 2A is optional)
  • j.B -> throw (This also work if the j.B crosses them up)
  • 5A (air blocked) -> dash -> throw


Midscreen Combos

  • 2B5B -> 214C / 214+B+C / ABC or 2B5B6C -> j.B, j.214C
The most basic 214C confirm is also your only option outside of 6C range (e.g. tip 2B/5B range). The latter variation works at 6C tip range.
  • [j.C] 2A5B6C -> j.A, j.B, -> land 214C
An easy combo that does fair damage for no meter. To get the combo to work, pause slightly between the two jumping attacks. 214C upon landing does more damage than the air version. This is the basic template for most of Akatsuki's juggles.
  • launch -> j.A, j.B -> land 5B/214A, ABC
Same combo as the one above although it ends in his level 3. His level 3 combos nicely off his B attacks both on the ground and in juggles, so use it if you need to make a comeback and establish some momentum.
  • launch -> j.A, pause, AB
Alternative to the basic meterless combo. This combo gives more momentum at the expense of damage. The more hits before the launcher, the wider the damage gap.
  • 6B -> 5AB, 214C
Standard combo from the 6B overhead.
  • 6B -> 5A6C -> j.A, j.B -> 214C
More damaging version of the one above.
  • 22C(2), 236+B+C
This is more of a way to have a safe wakeup attempt/deal guard damage in the corner. You can super cancel up to the second hit of the 22C but beware of reflector-happy opponents as you are unable to super cancel the attack if the 22C gets reflected at any point.
  • (reflector) 5B, 214C
Simple combo off the reflector. This works if you reflect the opponent's air attack or if you're in the air and you reflect the opponent's ground attack.
  • 8j.C -> 66 5B 214C
nj.C lets you juggle afterwards.

Corner Combos

All of these combos can be finished with A+B+C instead of 236+B+C if you have enough meter, or with 22A instead of 22C if you have none.

  • [j.C] 5BB6C -> j.8A, j.8C -> j.A, j.B -> 5BB,22C -> 236+B+C
In the corner, Akatsuki can do longer and more damaging juggle combos. Be sure to super cancel the 22C on the second hit since the 236+B+C super does more damage on the ground than it does in the air.
  • [j.C] 5BB6C -> j.A, j.B -> 5C(c), (delay)214A -> (5ABB 22A) OR (5AB 22C -> 236+B+C)
214A juggle that also works slightly further away from the corner. Use f.B if not in 5C(c) range.
  • [j.C] 5C(c)6C, 214A -> 5C(c), (delay)214A -> 5ABB, 22C -> 236+B+C
This combo is the 214A loop. It requires a bit of timing and precision but is among one of the most damaging corner combos he has. Use f.B instead of 5C(c) if you're not close enough, the combo still works. See it here.
  • 2AB5B -> 214B -> 2A5B -> 214A -> 5ABB,22C -> 236+B+C
A shortened version of the 214A loop that can be setup from outside of the corner. Use this if you are out of range to land his 6C launcher. The 2A after 214B is a fairly tight link.
  • (reflector) 5B, 214A -> 5B, 22C, 236+B+C
A longer combo that does more damage than the midscreen reflector combo. This one can do upwards of about ~3000+ damage which isn't bad off a reflector.
  • 22C(2), 236+B+C -> 2A5BB 22A (OR) 22C(1), 236+B+C -> 5B 214A -> 2A5BB 22A
For when your guard break setup catches mashing.

Frame Data

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  |  21   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
                  A+C  |  44   |   --    |   --   |    --    | cancellable after 28F
              Normals  ---------------------------------------
                   5A  |  15   |    4    |   +0   |    +0    |
             close 5B  |  24   |    5    |   -4   |    -6    |
               far 5B  |  25   |    7    |   -3   |    -5    |
             close 5C  |  25   |    6    |   +0   |    -4    |
               far 5C  |  31   |    8    |   KD   |    -8    |
                  c.A  |  14   |    4    |   +1   |    +1    |
                  c.B  |  25   |    7    |   -3   |    -5    |
                  c.C  |  32   |    9    |   KD   |    -8    |
                  j.A  |  15   |    4    |   +0   |    +0    |
                 7/9B  |  25   |    6    |   VA   |    VA    |
                   8B  |  24   |    5    |   VA   |    VA    |
                 7/9C  |  20   |    9    |   VA   |    VA    |
                   8C  |  21   |    7    |   KD   |    VA    |
           c./5A > 5A  |  15   |    4    |   +0   |    +0    |
          c./5A > c.A  |  15   |    4    |   +0   |    +0    |
      Command Normals  ---------------------------------------
                   6B  |  30   |   21    |   +6   |    +4    |
                   6C  |  41   |   10    |   KD   |   -16    |
                 j.2C  |  VA   |   15    |   VA   |    VA    | landing recovery 7F
             Specials  ---------------------------------------
                 236A  |  48   |   10    |   -8   |   -12    |
                 236B  |  48   |   11    |   -7   |   -11    |
                 236C  |  48   |   12    |   KD   |   -10    |
               j.236A  |  VA   |   11    |   VA   |    VA    | landing recovery 14F
               j.236B  |  VA   |   12    |   VA   |    VA    | landing recovery 15F
               j.236C  |  VA   |   13    |   KD   |    VA    | landing recovery 16F
                 214A  |  26   |   11    |   +0   |    -2    |
                 214B  |  50   |   11    |   KD   |   -15    |
                 214C  |  60   |   11    |   KD   |   -14    |
               j.214A  |  VA   |    8    |   VA   |    VA    | landing recovery 10F
               j.214B  |  VA   |    8    |   KD   |    VA    | landing recovery 10F
               j.214C  |  VA   |    8    |   KD   |    VA    | landing recovery 12F
                  22A  |  41   |    3    |   KD   |   -23    | 1~3F invincible? *UV
                  22B  |  52   |    4    |   KD   |   -32    | 1~4F invincible? *UV
                  22C  |  61   |    5    |   KD   |   -39    | 1~5F invincible? *UV
       EX and Level 3  ---------------------------------------
              236+B+C  |  51   |   13    |   KD   |    +0    | 1~4F invincible? *UV
            j.236+B+C  |  VA   |    5    |   KD   |    VA    | 1~2F invincible? *UV, landing recovery 18F
              214+B+C  | 100   |   13    |   KD   |   -25    | 1~5F invincible
            j.214+B+C  |  VA   |    4    |   KD   |    VA    | 1~2F invincible, landing recovery 14F
               22+B+C  |  72   |    5    |   KD   |   -50*   | 1~6F invincible, *if 3 hits were blocked
                A+B+C  |  38   |   15    |   KD   |   -20    | superflash 40F, 1~5F invincible
               (1st hits connect)
                A+B+C  |  ""   |   ""    |   KD   |   -10    | ""
               (1st hits are guarded/reflected)


Akatsuki's Intro

Marilyn Sue
System Specifics