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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)
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
兜割リ - Kabuto Wari
顎割リ - Agito Wari
瓦割リ - Kawara Wari
電光弾 - Denkoudan
236 A/B/C/B+C (Air OK!)
徹甲脚 - Tekkoukyaku
214 A/B/C/B+C (Air OK!)
人間迫砲 - Ningen Hakubou
神風 - Kamikaze
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.
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
- 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.
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.
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)