Akatsuki Blitzkampf/Fritz

From Mizuumi Wiki
Jump to navigation Jump to search
Fritz's official profile image

Background

A military surgeon who was involved in a research from the Imperial Army during the Great War. Although he was missing after the war, he reappears with Akatsuki's comeback and starts to eliminate those involved one by one. (from character selection screen)

Read the translation of his arcade mode!

Introduction

Fritz's pre-made colors

Fritz is the kind of character for those who like to trick their opponents into making mistakes and then come down on their heads with brutal punishment. Fritz forces his opponents to think hard and play carefully, unless they want to lose a good chunk of their health in a matter of seconds and 3 bloody slashes.

On the other hand, Fritz is forced to parry and/or use EX dashes in order to get out of extreme pressure (especially when cornered), simply because he's out of options as his attempts at countering will prove futile.

A good number of Fritz's normals act as special moves and deal guard damage.

  • Armor Ratio = 1.000
  • Walking Speed = 5.0 dots/F
  • Retreating Speed = 4.0 dots/F

Throws

4/5/6+A+B: Fritz performs a quick headbutt to the opponent. This throw is techable but the opponent remains relatively close to Fritz.

j.4/5/6+A+B: Fritz slams the opponent into the ground using his knees and hops away. This throw is untechable.

Normal Moves

5A (close)
ABK-Frit-5A-close.png
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 4 +0 +0

A hilt poke, cancellable and chains into itself. Otherwise can be chained into 2A.

5A (far)
ABK-Frit-5A-far.png
This hitbox is actually real.
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 11 -2 -10^

A fast sword thrust with quite a bit of range. This does not chain into any other move and is uncancellable.

5B (close)
ABK-Frit-5B-close.png
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 +4 +2

A generic uncancellable kick.

5B (far)
ABK-Frit-5B-far.png
Damage Guard Startup Adv Hit Adv Block
2000~ High/Low 13 KD -10^

Fritz moves forward and does an upward katana slash. Knocks down and can be followed up by 5C before the opponent recovers. Can be teched in both cases. Inflicts guard damage.

5C (close)
ABK-Frit-5C-close.png
Damage Guard Startup Adv Hit Adv Block
2600~ High/Low 17 KD -12^

A slightly delayed knockdown slash. Inflicts guard damage.

5C (far)
ABK-Frit-5C-far.png
Damage Guard Startup Adv Hit Adv Block
2800~ High 25 KD -12^

Fritz moves forward and does a heavy slash that hits overhead and knocks down. Inflicts guard damage.

2A
ABK-Frit-2A.png
Damage Guard Startup Adv Hit Adv Block
400~ High/Low 4 +0 +0

AA crouching hilt poke. Cancellable, chains into itself and 5A.

2B (close)
ABK-Frit-2B-close.png
Damage Guard Startup Adv Hit Adv Block
800~ Low 5 +5 +3

An uncancellable low kick.

2B (far)
ABK-Frit-2B-far.png
Damage Guard Startup Adv Hit Adv Block
1600~ High/Low 9 KD -10^

A slash very similar to 5B, but with less delay. Also knocks down and also can be followed into 2C before the opponent recovers. Inflicts guard damage.

2C (close)
ABK-Frit-2C-close.png
Damage Guard Startup Adv Hit Adv Block
2000~ High/Low 17 KD -12^

Crouching variation of 5C with the same properties, but less damaging. Unlike its standing variant, it doesn't hit overhead. Inflicts guard damage.

2C (far)
ABK-Frit-2C-far.png
Damage Guard Startup Adv Hit Adv Block
1800~ Low 11 KD -12^

Low slash that reaches about 2/3 of the screen and moves Fritz forward a bit, has long recovery time. Knocks down. Inflicts guard damage.

j.A
ABK-Frit-jA.png
Damage Guard Startup Adv Hit Adv Block
450~ High 5 VA VA

An overhead kick. Cancellable into j.2X for some reason.

j.B
ABK-Frit-jB.png
Damage Guard Startup Adv Hit Adv Block
1600~ High 9 KD VA

A jumping overhead version of 2C. Good range and knockdown properties are intact. Inflicts guard damage.

nj.B
ABK-Frit-njB.png
Damage Guard Startup Adv Hit Adv Block
1500~ High 5 KD VA

A jumping overhead version of Fritz's far B attacks. Also knocks down, but unlike the ground versions, you can juggle the opponent after it. Inflicts guard damage.

j.C
ABK-Frit-2C-close.png
Damage Guard Startup Adv Hit Adv Block
2400~ High 4* KD -12^

An overhead incarnation of 2C(c), in terms of both animation and properties. Fritz holds his sword while in the air, and then swings his sword as soon as he touches the ground. Inflicts guard damage.

Command Normals

破天 - Haten
4B
ABK-Frit-4B.png
Damage Guard Startup Adv Hit Adv Block
1600 High/Low 10 KD -12

Fritz does an upward slash that covers the entire jumping height, and inflicts guard damage. This makes it his best ground anti-air; but has terrible recovery.

玉光 - Gyokkou
4C
ABK-Frit-4C.png
Damage Guard Startup Adv Hit Adv Block
2000 High 10 KD -10^

Fritz hops back while perfroming a quick fusion between 5C and 2C(c).

  • Aside from traditional knockdown, it's overhead, but does 2C(c) damage.
  • Inflicts guard damage.
天駆 - Amagake
j.2A/B/C
Damage Guard Startup Adv Hit Adv Block
- - 27 KD -12^

Fritz does a very quick evasive descend, that deals no damage.

  • With A version Fritz descends backwards, with B - drops vertically down, C - descends forward.
  • Diagonal versions cover about 1/3 of the screen.
  • All versions have a noticeable recovery upon landing.

Special Moves

前駆 - Maegake
236+A/B/C/B+C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Fritz does a evasive dash forward, that can go through opponent.

  • A version is a fakeout, as Fritz will stay were he was.
  • B version moves him 1/4 of the screen.
  • C version covers ~2/3 of the screen.
  • 'EX version covers 3/4 of the screen, and is invincible in all frames.
  • All versions have a bit of recovery.
後駆 - Ushirogake
214+A/B/C/B+C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Same as the above, but in opposite direction.

Super Move

必殺切込刀法 - Hissatsu Kirikomi Touhou
A+B+C
ABK-Frit-ABC.png
Damage Guard Startup Adv Hit Adv Block
6822~ - 17 KD -

Fritz dashes forward (~1/2) and does his 5B slash. If the slash connects, he will perform the remaining 10 brutal slashes against the opponent. The initial slash is unblockable and must connect in order for the rest of the super to be performed.

General Strategy

Fritz is about patience and controlling space with his outstanding range and somewhat interesting speed. You have to outsmart your opponents with Fritz because most of his moves have considerable startup. His combos are very few, but very powerful.

Pros

  • +Great dash;
  • +Best throw potential;
  • +Solid air game;
  • +Has "get out of the jail free" moves (236/214+B+C);
  • +Slash normals take away a massive amount of ememy's guard gauge;
  • +Probably one of the best punishers in the game;

Cons

  • -A predictable poking game;
  • -If caught without super stock, he has no real way of dealing with incoming pressure;
  • -Very limited combo potential;

Here are some of his useful attacks:
7/9B: Your aerial anti-air. This move is very good at keeping your opponent grounded - even if they manage to parry it, you are completely safe because of jumping backwards.
5C: The move's a juggernaut, but, naturally, not as safe as you would like it to be, thanks to a very noticeable startup where Fritz is walking forward then attacking. Use this move sparingly.
4C: A tad better than 5C, and mixing them togehter tends to mess with your opponent's parry timing. And it's also safer.
2B: Can be used to punish whiffed pokes, and don't forget to follow it up into ever so useful 2C.
2C: Very quick low, and sometimes people forget just how fast this move actually is. Taking advantage of its range is highly recommended.

Combos

  • j.B 2B 2C
  • j.B 2A ABC
  • Reflector -> 2B 2C
  • Reflector ->(walkup) 2A ABC

Just 2C if you're too far away for the 2B (like after 2BC Reflector)

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"
^ - knocks away

                       |     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  |  18   |    3    |   KD   |    --    |
                5+B+C  |  25   |    7    |   KD   |   -12^   |
                c.B+C  |  25   |    7    |   KD   |   -12^   |
                j.B+C  |   ?   |    7    |   KD   |     ?    |
                  A+C  |  49   |   --    |   --   |    --    | cancellable after 33F
              Normals  ---------------------------------------
             close 5A  |  15   |    4    |   +0   |    +0    |
               far 5A  |  24   |   11    |   -2   |   -10^   |
             close 5B  |  16   |    5    |   +4   |    +2    |
               far 5B  |  45   |   13    |   KD   |   -10^   |
             close 5C  |  45   |   17    |   KD   |   -12^   |
               far 5C  |  64   |   25    |   KD   |   -12^   |
                  c.A  |  15   |    4    |   +0   |    +0    |
            close c.B  |  15   |    5    |   +5   |    +3    |
              far c.B  |  34   |    9    |   KD   |   -10^   |
            close c.C  |  40   |   17    |   KD   |   -12^   |
              far c.C  |  54   |   11    |   KD   |   -12^   |
                  j.A  |  16   |    5    |   VA   |    VA    |
                 7/9B  |  VA   |    9    |   KD   |    VA    | landing recovery 12F
                   8B  |  VA   |    5    |   KD   |    VA    | landing recovery 12F
                  j.C  |  VA   |    4*   |   KD   |   -12^   | landing recovery 29F, *4th frame upon landing
              5B > 5C  |   ?   |    ?    |   KD   |     ?    |
            c.B > c.C  |   ?   |    ?    |   KD   |     ?    |
      Command Normals  ---------------------------------------
                   4B  |  53   |   10    |   KD   |   -10^   |
                   4C  |  52   |   27    |   KD   |   -12^   |
                 j.2A  |  VA   |   --    |   --   |    --    | landing recovery 8F
                 j.2B  |  VA   |   --    |   --   |    --    | landing recovery 8F
                 j.2C  |  VA   |   --    |   --   |    --    | landing recovery 8F
             Specials  ---------------------------------------
                236+A  |  14   |   --    |   --   |    --    |
                236+B  |  14   |   --    |   --   |    --    |
                236+C  |  24   |   --    |   --   |    --    |
                214+A  |  14   |   --    |   --   |    --    |
                214+B  |  14   |   --    |   --   |    --    |
                214+C  |  24   |   --    |   --   |    --    |
       EX and Level 3  ---------------------------------------
              236+B+C  |  45   |   --    |   --   |    --    | all frames invincible
              214+B+C  |  55   |   --    |   --   |    --    | all frames invincible
                A+B+C  |  61   |   17    |   KD   |    --    | superflash 40F, 1~7F invincible

Trivia

Fritz's Ending
  • Much of Fritz's details are based on Mori Ōgai [1] who was a Japanese Army Surgeon general officer, translator, novelist and poet. He is responsible of introducing German literary works in Japan with his translations. The name is exactly the same as Mori's second son Furitsu (不律) which is a kanji spelling of the German name Fritz.


General
FAQ
Controls
Netplay
Menus
HUD
Glossary
Links
Characters
Akatsuki
Mycale
Sai
Kanae
Fritz
Marilyn Sue
Wei
Anonym
Elektrosoldat
Blitztank
Adler
Murakumo
Mechanics
System Specifics
Frametool
Reflector
Changelog