|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
- What is Akatsuki Blitzkampf?
- Akatsuki Blitzkampf (Japanese name - アカツキ電光戦記 (Akatsuki Denkou Senki)) is the sequel to Akatsuki Shisei Ichigou, a doujin fighter created sometime in 2002. The original Akatsuki has long since been forgotten as it only had five playable characters and was still largely incomplete. Blitzkampf is unique in the doujin fighting game community in that it plays more like traditional Street Fighter games than Guilty Gear, in that the focus is upon space control and footsies instead of flashy combos and intense aerial combat.
- The game was designed to be easily controllable, with no complicated command motions, as well as easy to grasp with its "San Sukumi" system (roughly translated: Three Way Deadlock, or a Rock-Paper-Scissors Trifecta). This way, both casual players and hardcore can get into the game quickly, reaching the next level of gameplay in a relatively short time so that the emphasis can be placed upon proper movement, spacing, baits and punishes instead of practicing difficult execution or grasping the intricate mechanics.
- How do I unlock characters/modes/etc?
- Keep beating the Arcade with different characters.
- I have unlocked Blitztank and Murakumo, but not Adler. Why?
- Patch the game by getting the latest major version here, Adler becomes playable together with Blitztank.
- Is Perfecti unlockable?
- At this point in PC version no, she is just a palette swap of Mycale. Although there were little chances she would become a separate fighter, as it was thought that "Perfecti" is actually a name of an organisation, not a person, an upcoming arcade version of Blitzkampf proved this wrong - Perfecti was introduced as a completely new character (design-wise she is still an upgrade from Mycale) with her own movelist and sprite set. As of now it is unknown whether she will appear in future PC installations of A:BK (if there will be any, that is) or not.
- Perfecti is available as a playable fighter in "Ausf. Achse", so she may become available on the ABK:AA PC port. Read the next FAQ for more information.
- Arcade version?
- Next version of Akatsuki Blitzkampf, with yet another subtitle, "Ausf.Achse", is to be released on Naomi arcade system (not GD-Rom) this year. The month, according to one of the posts at 2ch, is February 2008. The first location test was held on 22nd, 23rd and 24th of November 2007. The biggest change so far is the addition of Perfecti. Aside from that, there are several improvements in animations and overall graphics plus some minor changes to the character balancing. (More information can be found either at KFX News Site (in japanese), or inside the SRK Blitzkampf thread - posts 1275 and 1279 (in english).) Second loktest took its place on 6th of January 2008, revealing even more improvements in graphical and FX departments (videos: first, second, third, fourth, fifth and sixth).
- UPDATE: Akatsuki Blitzkampf Ausf.Achse is getting a PC port, according to this blog post from Subtle Style, which describes a networking test. It is unknown if this version will be released for western audiences.
- What are the tiers?
- Japanese tier-list (source: http://sailsblog.blog.fc2.com/blog-entry-2418.html )'
- God Tier: Marilyn Sue
- S: Sai
- A: Akatsuki, Anonym, Wei, Murakumo
- B: Fritz, Blitztank, Elektrosoldat
- C: Kanae, Adler, Mycale
Note that some positions in this list may be ambigious, every character can be viable with enough skill, and matchups matter. Just play your favorites and remember that fundamentals universal to each char are hella important too.
- My config.exe doesn't work!
- Set it to Windows 2000 compatibility mode. Right-click on the akatsukibk.exe file, go to Properties, Compatibility, and check the box and select Windows 2000.
- My controller doesn't work!
- If the issue is related to directional inputs, check which type of directional input your controller performs. Akatsuki Blitzkampf does not recognize digital input (from the directional pad, for example), or analogical input from the Z-axis (often assigned to the right stick). Most arcade sticks have a switch that allows you to select which input type the lever returns, but if you don't have access to this option, try joy2key. It may also help if the issue happens to be on the buttons.
- I have just discovered a horrid bug / came up with awesome ideas for the game. What do i do?
- Report to the author of the game. For ideas, suggestions and whatnot you can just send an e-mail to subtle70[at]hotmail[dot]com. The person behind Blitzkampf knows english to a certain extent, but, alas, it doesn't guarantee you'll get an answer. Still, you could give it a try.
- As for bug reports, there is a dedicated BBS on SUBTLE STYLE. You will probably want to keep it tidy and use the submit form presented there. Here's what it looks like:
- 【ＮＯ】 - bug report number, in XXXX format (refer to the previous poster to figure out your number)
- 【Ｖｅｒ】 - game version (people also tend to note whether it's trial or fullver, but that's optional)
- 【ＯＳ】 - your operating system
- 【場所】 - where in-game the bug occurs
- 【カテゴリ】 - Category （システム - System、グラフィック - Graphic、停止 - Game Crashes Etc.）
- 【キャラ】 - Character (if any)
- 【再現性】 - how frequently this bug can be reproduced (if it can be)
- 【概要】 - short outline of the bug
- 【内容】 - details (like what you did for this bug to happen)
- Just copy/paste the brackets and fill in the info. Observations show that author keeps note of said bug reports and actually replies to them.
Interview with Subtle Style
There was an interview with Subtle when the arcade version was released. This is a translated version done by nekich, with some of the greetings removed.
Q1 What kind of fighting game is Akatsuki Blitzkampf Ausf.Achse (ABK:AA)?
A1 An extremely simple one, that takes both from classic 2D fighting games and modern ones.
Q2 What audience does ABK:AA target?
A2 Since it was aimed at simplicity as well as stressing deep mindgame, I think it's potentially suitable to be played by everyone - from beginners to experts, from students to businessmen.
Q3 In game's title, what does "Ausf.Achse" mean?
A3 "Ausf", in German language, denotes weapon's pattern number and is short for "Ausführung". "Achse" means "axis" in German. If joined together, in the context of the game it would mean "Axle Type", you can think of it as "A-class". It's somewhat the same as "alpha-bravo-charlie" within the radio alphabet. Needless to say, that in the beginning it was chosen because of single-character "A" and "AC" arcade versions are denoted with.
Q4 What kind of story does ABK:AA tell?
A4 It's centered around the secret "Blitz Engine" weapon, brought forth when an inexhaustible supply of electrical energy had been developed during WW2, and the battle of those connected with it in the past and modern agents after the technology.
Q5 Are there any recommended characters?
A5 First of all, it becomes important to choose a character, as in this game each one was created with strong individuality. But when it comes for recommendations for everyone, then of course it would be Akatsuki, the protagonist. Because he can deal with every situation and is an overall standard character, I think it's ok to get the general idea of the game by playing him. I also recommended him, as a rather combo-friendly character, to those seeking fun. Another choice would be, for example, Fritz. He's a character that can deal tons of damage with one-hit moves, a rarity these days. There's some freshness in this kind of moves. Since this alternative requires timing skills, I recommend it to those who prefer such a play style.
Q6 The ABK series also had doujin titles in the past, which one gave the most troubles with development?
A6 In short, it's "own hands are not enough", but, to make matters worse, during the arcade development time restrictions were added to this statement.
Q7 During the development of the ABK series, were there any interesting moments?
A7 There was an accident in the final stages of the arcade version development, when a fire alarm went off close to the place I worked at. I expected some troubles with development, but surely not of this kind. At once I had to hide all of the data and machine parts, and after I went out to find out about the source of fire, it, naturally, turned out to be a joke.
Q8Following the steps of Melty Blood, ABK from a doujin game turned into an arcade title. Any details on how it happened?
A8 Last year, in April, a little while after the distribution of ABK had begun, I was invited to the ABK tourney, where many times I came along the conversations regarding ABK's transformation into an arcade title. Shortly after being presented to this development "proposal", I was confused with how to use the NAOMI board, but the results of studying it somehow led me to the decision that it seems possible.
Q9 From now on will you concentrate on developing the arcade version, without the doujin production?
A9 It's undecided, as of now. I think it will be decided depending on how the arcade version will perform. One way or another, I'll resume the interrupted (since I have to make sure all machines are operational) planning for the arcade version.
Q10 Well then, in conclusion, one word to all of the ABK:AA players, please.
A10 First of all, try this game out. It all depends on players whether this series will live on or not.