Akatsuki Blitzkampf/Anonym
Background
An armed officer of the Inquisition from the religious society, Holy Club. She is dispatched to destroy Gesellschaft, the organization supporting the heretic Perfecti Cult. She is a master of "Lambuth Style Gun-jutsu" a combination of oriental kempo and pistols. (from character selection screen)
Read the translation of her arcade mode!
Introduction
Anonym is a slippery runaway zoner that is limited by her unique bullet meter. Many of her normals shoot bullets, which must be reloaded at some point or you risk running out. She works great at fullscreen and has many good options up close to escape pressure. Since her bullets travel quickly, they can be difficult to parry and blocking bullets rewards Anonym with chip damage and screen space. Managing your bullets is the key to success, and with them, you can keep your opponent constantly guessing.
Similar to: Happy Chaos, Sion/Eltnum, Vlov
- All of Anonym's shooting normals act as special attacks and inflict guard damage.
Strengths | Weaknesses |
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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)
Character Summary
- Special Moves
- 236A/B/C (EX OK) - Trinitas: Reloads then shoots 3 bullets
- 214A/B/C (EX OK, Air OK) - Angelus: Jumps then shoots forwards and behind
- 22A/B/C (EX OK) - Crux: Shoots upwards while bullets ricochet off the ceiling
- Level 3 Super
- Triggers automatically upon reaching 0 HP - Tetragrammaton: Resurrection super
- Unique Attacks
- Holding back while pressing a button will do a "normal" attack, consuming no bullets
- 5[A], 6A, 4C, 6C, j.2A/B/C
- Armor Ratio = 1.050, 0.875 during A+B+C
- Forward Speed = 4.5 dots/f
- Backward Speed = 3.5 dots/f
- Jump Startup = 3F
- Backdash Duration = 27F
- Back Dash as well as being invulnerable on frames 1-6 has lower body invincibility for most of the duration.
- Forward Dash is invulnerable on frames 1-5. The only forward dash in the game with invulnerability. It can pass through opponents on frames 1-15 and has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground).
Basic BNB: 1A > 1B > 6C
Basic BNB(2 bullets): 1A > 1B > 4C > 4A > 5B > delay 2C
Metered BNB: 1A > 1B > 4C > 236B+C
Metered BNB(4 bullets): 1A > 1B > 4C > 4A > 5B > 214A~C > j.214B+C
Reflector: B+C > 6C
Notes on Ausf. Achse
Universal Changes
No notable changes.
Character Changes
She has new effects on her bullets and 214X, making them easier to see. Also bullets have a bigger hitbox.
The backwards shot on 22X now launches, although this changes nothing except Blitztank combos.
Aerial gun normals have more landing recovery. On top of that, you can no longer cancel the landing recovery of them with a special.
Shooting Normal Moves
Note: Bullet normals can only be special cancelled on impact, e.g. 5C whiff>22X by itself won't work, but 5B(5B hits)> 5C (whiff)>22X will.
5A/5[A]
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5B
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5C
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2/3A
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2/3B
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2/3C
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j.A
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j.B
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j.C
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Melee Normal Moves
4A
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4B
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1A
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1B
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1C
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j.4A
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j.4B
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j.4C
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Command Normals
リロード - Reload
6A OR A/B/C(when out of ammo) |
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キルクイトス - Circuitus
4C |
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カノーネ - Kanone
6C |
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アヴァタール - Avatar
j.2A/B/C |
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Special moves
トリニタス - Trinitas
236+A/B/C/B+C |
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アンゲルス - Angelus
214+A/B/C/B+C, A/B/C (Air OK!) |
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クルクス - Crux
22+A/B/C/B+C |
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Universal Mechanics
Throws
Forward Throw
4/5/6+A+B |
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Air Throw
j.4/5/6+A+B |
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Reflectors
Standing Reflector
4/5/6+B+C |
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Crouching Reflector
1/2/3+B+C |
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Jumping Reflector
7/8/9+B+C |
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Super Move
テトラグラマトン - Tetragrammaton
Executes automatically when KO'ed (needs 3 super stocks) |
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General Strategy
Overview
"Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increased lethal proficiency makes the master of the Gun Katas an adversary not to be taken lightly." - DuPont
A hit-and-run type of zoner, Anonym wants to play the system mechanics while preventing her opponent from doing the same. Although she lacks any sort of blockstrings up close, her many movement options let her set up throws while, at the same time, playing around the opponent's toolkit and being a scary presence in neutral in general, chip damage on bullets to boot. Anonym not only has to manage her bullet count, but also her position on the screen, as being in the corner for her is a death sentence in a lot of matchups. The 3 bar passive Resurrection is very useful here, giving Anonym a second chance at least once per match.
General notes:
- 7j.4A j.A/j.B/late j.C
- Special cancel into 22X when out of bullets to reload faster, this is core knowledge for this character. (See Reload)
- Bullet normals can only be special cancelled once a bullet reaches the opponent, be it on hit, block or parry.
- Jumping parry is the best way to get close to Anonym after her Resurrection.
- Constantly be on the lookout for opportunities for a roll/66 behind your opponent, so you can keep moving backwards while covering the screen with bullets. DO NOT turtle straight into the corner, this is where Anonym starts losing the match!
- Roll/66 has very little recovery, so if you know your opponent's habits well, you can 66 rising Airthrow/66 Throw as a hard callout.
- Likewise, you can layer rolls into your neutral to regain space even when not being aggressive e.g. roll forward 66 > backjump j.4A > j.4A/B.
- j.214C > 236BC to get behind them or input j.236A/236C if already jumping over them for a pseudo-mixup.
- After blocked j.2X, up back j.A is strong against opponents who mash.
Escaping the Corner
j2C
-Flip over the opponent to travel behind them
-The distance covered is always usually good, but can leave you open to a back attack
j214C
-Similar to j2C, although even better when the opponent gets counter hit
-The trajectory is not as forgiving, if the position does not look favorable, opt for j214A to fake out
-Confirm into 236BC on hit(always worth it if you can react to it)
66
-Surprisingly a good option as Anonym has some invincibility frames, can pass through fireballs with ease
-Works even better if the opponent jumps and you read/react to it
1C
-Similar to 66, although with more recovery
236BC
-If you can string into it, usually a favorable situation due to the sheer amount of knockback
-Not always advised on wakeup, but not a terrible idea either
-Can be painful when parried
Fighting your way out
Self explanatory, but most used normals for this situation are:
-1A, 1B, 1C, 4C, 6C
Combos
Symbol | Meaning |
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> | Cancel from the previous move to the following move |
land | The player must land |
, | Link from the previous move to the following move |
dl./delay | Delay before using the following move |
nj.X | Neutral Jump |
X~Y | Use Y followup after hitting X move |
AA | Anti-Air, must hit an airborne opponent |
[X] | Hold the input |
(X) | Optional input |
[X]*N | Repeat (sequence) N number of times |
Note: 236BC and 214BC replenish all of your bullets.
Midscreen Combos
Combo | Damage | Bullet Cost | Video | Notes |
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1A > 1B > 6C | 1596 | 0 | https://youtu.be/xgqN0dVruJk |
Go-to far 1A confirm. At closer ranges, do 4C into... |
1A > 1B > 4C, 1A > 5B delay 2C | 2357 | 2 | https://youtu.be/mzmG7OOKWAY |
Anonym's midscreen BnB. Sends the opponent back to fullscreen |
1A > 4B > 4C, 1B > 2C | 2226 | 1 | https://youtu.be/Ex3MhqROujc |
For when you only have 1 bullet |
1A > 1B > 4C, 1B > 6C | 2141 | 0 | - |
Close range confirm that costs no bullets |
1A > 1B > 4C, 1B > 1C | 2226 | 0 | https://youtu.be/KTvS7V-L-q4 |
Ditto |
1A > 1B > 4C > 6C | 1961 | 0 | - |
When you see that the 4C hit with the very tip of it's hitbox, link into 6C. 1C also works, but leaves you closer on hit |
1A > 4B > 4C, 1A > 5B > 236A | 2463 | 1 | https://youtu.be/uMItShTCFV0 |
236A leaves you with 3 Bullets. Not ideal unless you REALLY feel like closing in on your opponent |
1A > 4B > 4C delay 236BC | 3060 | 0 | https://youtu.be/1YHPDrc8p6M |
A basic metered option that reloads and tacks on a little extra damage, especially at lower Guts ratings |
1A > 1B > 4C, 4A > 5B > 214A~C > j.214BC | 3669~ | 2-4 | - |
Anonym's main metered BnB, as well as her max damage midscreen. Omitting j.214BC results in 2534 damage |
1A > 1B > 4C, 4A > 5B > 214A~C > 236BC | 3927 | 4 | https://youtu.be/0-2G9irGfL8 |
Needs to be close enough to the corner for the 214A~C to chase them down. |
Corner Combos
Combo | Damage | Bullet Cost | Video | Notes |
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1A > 1B > 4C, 4A > 5B > 5C > 236A > 236BC | 3635~ | 2 | - |
The Midscreen-to-Corner combo(at the range where 5C hits). Cancelling into 236BC is always worth it, just like with all of the corner combos |
1A > 1B > 4C, 1A > 5B > 5C > 22A > 5A > 5B > 5C > delay 236BC | 4412 | 6 | - |
The Corner Loop. Basically, 5C lets you go into another gatling of choice. Theoretically, you can end the juggle in a number of different ways: 1B > 6C, Reloadcancel on the last bullet or a fake/real meaty 22A, but if you are seriously hitting someone in the corner with the game's keepaway zoner, you should capitalize by ending with a delayed 236BC, which will also bring you back to full bullets. All instances of 1A can be 4A, but 1A is preferred for consistency. These can cost anything, from 6 bullets... |
1A > 1B > 4C, 1A > 5B > 5C > 22B, 1A > 5B > 5C XX 236BC | 4530 | 5 | https://youtu.be/tl3FTXAp-oA |
...to 5 bullets... |
1A > 1B > 4C, 1A > 5B > 5C, 1A > 5B > 5C > delay 236BC | 4203 | 4 | - |
...to 4 bullets... |
1A > 1B > 4C, 1A > 5B > 5C, 1A > 1B > 5C XX 236BC | 4156 | 3 | - |
...to 3 bullets... |
1A > 1B > 4C, 1B > 5C, 1A > 1B > 5C XX 236BC | 4170 | 2 | https://youtu.be/FOct2c2paGU | |
1A > 1B > 4C, 1A > 5B > 5C XX 236B XX 236BC | 4009 | 2 | https://youtu.be/SFf83_bsY2M |
...to 2 bullets... |
1A > 1B > 4C, 1A > 1B > 5C > 1A > 1B > 6C | 2832 | 1 | - | |
1A > 4B > 4C, 1B > 5C XX 236A XX 236BC | 3860 | 1 | https://youtu.be/I6C_2SZgjOU |
...to 1 bullet |
1A > 1B > 4C, 1B > 1A > 1B > 6C | 2403 | 0 | - |
Use ONLY if you have 0 bullets and are somehow getting a hit in the corner |
5C > 22A > 5B > 5C > 1A > 1B > 236BC | 4360 | 4 | - |
5C > 22A Confirm example. Although this is a lot riskier to attempt in the corner, where the opponent is not pushed back on block, and a parried bullet can get you thrown into the corner |
Reflector Combos
Combo | Damage | Position | Bullet Cost | Video | Notes |
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Reflector, 6C | 1280 | Anywhere | 0 | - |
Basic and easy Reflector combo, Reload afterwards |
Reflector, 2A > 2B > 2C | 1182 | Midscreen | 3 | - |
Will actually do slightly more damage than the above combo on average due to the higher amount of hits. Leaves them further away, but linking into 2A can be hard |
Situational Combos
Combo | Damage | Bullet Cost | Video | Notes |
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AA j.2B/C, land, Air Throw | - | 0 | - |
More of an Air Throw setup than an actual combo |
22C, 2A > 5B > 214A~A > (214BC) | 3249 | 4-6 | - |
Fullscreen confirm with 22C. Omitting 214BC makes the combo cost 4 to 6 bullets and deal 2105 damage |
22C, 2A > 5B > 236A > (214BC) | 2845 | 3 | - |
A way cheaper variant of the previous combo. Omitting 214BC makes the combo cost 3 bullets and deal 2032 damage |
AA 4C, slight delay 236BC | 3346 | 0 | - |
Anti-air 4C becomes a whole lot more appealing once you run out of bullets |
5C > 22C | 2034 | 1 | - |
3/4 Screen autopilot 5C > 22C will combo, as 22C shoots at pretty much the same angle |
5C > 236A/B | 2467 | 3 | - |
5C > 236A will always work, but you have to be sure the 5C will definitely hit them. 236B also works, if you're close enough |
Far 1C > 236BC | 2341 | 0 | - |
1C actually launches them on hit, letting you combo into 236BC and get a reload if you somehow get a hit close to the corner |
CH 236BC, 6C | 2031 | 0 | - |
For when 236BC trades. Buffer the 6C every time you try to wake up with this super for more consistency |
AA 4C, Air Throw | 2912 | 0 | - |
For when you have no bullets AND no meter for the 236BC |
2A > 5B > 236BC | 2079/1886/2127 | 2 | - |
If it can win you the match, might as well |
4B > 22A > j.4A > j.4C > 1A > 5B > 5C > 22A > 22BC | 5216 | 4 | - |
Blitztank-specific. All hits of 22BC connecting deals massive damage |
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 | 20 | 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 | 58 | -- | -- | -- | cancellable after 32F Shooting Normals --------------------------------------- 5A | 28 | 9 | +1 | -6 | 2 shot 5[A] | 35 | "" | -1 | -8 | 3 shot 5[A] | 40 | "" | -1 | -8 | 5B | 34 | 11 | +2 | -8 | 5C | 40 | 13 | KD | -10 | 2/3A | 30 | 9 | -1 | -8 | 2/3B | 36 | 11 | +0 | -10 | 2/3C | 44 | 13 | -1 | -14 | j.A | VA | 7 | VA | VA | landing recovery 8F? *UV j.B | VA | 9 | VA | VA | landing recovery 8F? *UV j.C | VA | 11 | VA | VA | landing recovery 8F? *UV Melee Normals --------------------------------------- 4A | 19 | 4 | -4 | -4 | 4B | 24 | 6? | -4 | -6 | *UV 1A | 15 | 4 | +0 | +0 | 1B | 20 | 6? | +0 | -2 | *UV 1C | 40 | 9 | KD | -16 | j.4A | 19 | 4 | -4 | -4 | j.4B | 20 | 5 | VA | VA | j.4C | 25 | 6 | VA | VA | Command Normals --------------------------------------- 6A | 39 | -- | -- | -- | reloads on 21F 4C | 38 | 10? | KD | -16 | *UV 6C | 35? | 7? | KD | -14? | *UV j.2A | VA | 23 | VA | VA | landing recovery 6F j.2B | VA | 23 | VA | VA | landing recovery 6F j.2C | VA | 23 | VA | VA | landing recovery 6F Specials --------------------------------------- 236+A | 66 | 35 | +7 | -6 | reloads on 21F 236+B | 74 | 33 | -3 | -16 | reloads on 21F 236+C | 75 | 34 | KD | -16 | reloads on 22F 214+A | 46 | -- | -- | -- | 214+B | 52 | -- | -- | -- | 214+C | 58 | -- | -- | -- | 214 > A | VA | 13 | VA | VA | landing recovery 20F 214 > B | VA | 13 | VA | VA | landing recovery 20F 214 > C | VA | 13 | VA | VA | landing recovery 20F j.214+A | VA | 26 | VA | VA | landing recovery 20F j.214+B | VA | 26 | VA | VA | landing recovery 20F j.214+C | VA | 26 | VA | VA | landing recovery 20F 22+A | 34 | 11 | +6* | -6* | *only if airborne opponent gets hit by/guards 1st shot 22+B | 38 | 11 | +2* | -10* | *only if airborne opponent gets hit by/guards 1st shot 22+C | 42 | 11 | KD | -14* | *only if airborne opponent guards 1st shot EX and Level 3 --------------------------------------- 236+B+C | 86 | 5 | KD | -34 | 1~4F invincible, reloads on 68F of ex-flash, hard to hit with the 1st shot from up close 214+B+C | 79 | 13 | KD | -31* | 1~11F invincible, reloads on 68F of ex-flash, *if the last shot was blocked j.214+B+C | VA | 15 | KD | VA | 1~15F invincible, landing recovery 51F, reloads on 33F of ex-flash, 22+B+C | 107 | 5 | KD | -52* | 1~4F invincible, reloads on 89F of ex-flash, *if the last shot was blocked level 3 | 90 | 11 | KD | -20 | superflash 90F, all frames invincible
Trivia