Akatsuki Blitzkampf/Wei

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Background

A brilliant professional assassin who has risen to the highest ranks of the Black Hand. He is a master of Xīn​yì Liù​hé Quán. After the assassination of his patron, the Big Boss, he searches for the murderer. (from character selection screen) Read the translation of his arcade mode!

Introduction

Wei is a boxer-type brawler who excels at close quarters and can use his charge special moves to check the opponent in neutral. His 22EX acts as a roman cancel that gives him plus frames and stat boosts, which increases his offensive potential as well.

Similar to: Balrog (Boxer), Wagner


Strengths Weaknesses
  • High Damage: Wei's combos, even meterless, have good damage and corner carry, which only gets exponentially better when meter and buffs are added. Even his throw hits hard with a damage buff.
  • "Roman Cancel": 22B+C cancels out of any attack which gives him all 3 buffs and leaves him plus on block.
  • Great Midrange Pokes: Wei's normals are solid and his charge attacks are fairly safe on block while having a lot of implied space control, making them great tools for contesting the opponent in neutral.
  • Untechable Knockdowns: [4]3X followups cause hard knockdown which leads to strong oki.
  • Great Anti-Air: 2B is possibly the best anti-air in the game and his [2]8X series isn't bad either.
  • Best Movement in the game with Speed Boost: By using 22A or 22BC, Wei gets the speed boost, turning him into the fastest character in the game. Things like dashing across the screen are completely viable while it's active.
  • Slow Movement: Outside of using charge moves and speed boost, Wei has the worst movement speeds in the game.
  • Tall Hurtbox: Wei's the tallest character in the game, leaving him open to fuzzy overheads and getting hit by anti-air projectiles while standing.


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

Move list

Special Moves
[4]6A/B/C (EX OK) - Ugyuu Haitou: Dashing shoulder bash
[4]3A/B/C (EX OK) - Kosonzan: Dashing low kick
[2]8A/B/C (EX OK) - Zanshu: Anti-air punch
22A/B/C (EX OK) - Rensei Kaki: Stat boost install
Level 3 Super
A+B+C - Renshin Kankyo: Hypercharges all 3 stat boosts, giving high damage, speed, and super armor
Unique Attacks
j.6C
Stats & vitals

  • Armor Ratio = 0.950, 0.750 during 22B/22+B+C, 0.500 during A+B+C
  • Forward Speed = 3.5 dots/f, 7.0 sped up
  • Backward Speed = 3.0 dots/f, 6.0 sped up
  • Jump Startup = 4F, 1F sped up
  • Backdash Duration = 20F
Quick combo reference

Basic BNB: 2A > 5B > [4]3A~6C

Metered BNB: 2A > 5B > ([4]6B > 22B+C, 2A > 5B) > [4]6B > [4]~3BC, [4]6B OTG

Reflector: B+C > [4]3C~6C

Notes on Ausf. Achse

Universal Changes

His reflector combos were hit fairly hard. Besides that, there's nothing of note.

Character Changes

The effect time of every version of 22X has been reduced by a second. This does not apply to his level 3.

Forward dash has a new animation and for some reason it's harder to do an option out of.


Complete Changelog

Universal Mechanics

Throws

Grounded Throw
4/5/6+A+B
ABK-Wei-5AB.png
Damage Guard Startup Adv Hit Adv Block
982 N/A 5 KD --

Wei holds the opponent in place and delivers an overhead blow, followed by elbow and forearm strikes. Throws the opponent further away from him.

Air Throw
j.4/5/6+A+B
ABK-Wei-jAB.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 3 KD --

Wei grabs onto the opponent, then kicks them away. No followups possible.

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Wei-5BC.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD -2

Wei performs his Chouryou uppercut.

Crouching Reflector
1/2/3+B+C
ABK-Wei-2BC.png
Damage Guard Startup Adv Hit Adv Block
400 Low 7 KD +3

Wei performs his signature russian squat kick.

Aerial Reflector
7/8/9+B+C
ABK-Wei-jBC.png
Damage Guard Startup Adv Hit Adv Block
500 N/A? 6 KD +3

Double palm strike. Wei can combo afterwards.

Normal Moves

5A
ABK-Wei-5A.png
Damage Guard Startup Adv Hit Adv Block
550 High/Low 4 -4 -4

A very short-ranged gut punch. Refrain from using this in footsies of any sort. It whiffs against most of the cast crouching too and has worse frame data. Strictly speaking this move has no value outside of using it for high damage corner combos.

5B
ABK-Wei-5B.png
Damage Guard Startup Adv Hit Adv Block
1050 High/Low 9 -3 -5

Wei steps forward with a single, open palm thrust then returns to his original position. 5B does fairly well in footsies when used at its max-range (esp. vs mid-level pokes), but it's on the slightly slower end. Still a valuable poke and combo tool thanks to it's range and cancel options.

5C
ABK-Wei-5C.png
Damage Guard Startup Adv Hit Adv Block
1550 High/Low 13 KD -4

The big, fear-inducing double-palm. Wei moves forward with a massive strike, launching the victim across the screen. While slow and -4, the combination of great range and high pushback on this move makes it damn near impossible to contest, especially in the corner. Additionally, the hitboxes makes it difficult to counterpoke. If that was all this move would already be scary, but 5C isn't done yet. On hit it launches the opponent high in the air. Midscreen this gives Wei a guaranteed boost, but in the corner, he gets a full combo that can go over 4K before spending meter. It's guard damage is incredibly high too. Combining these properties makes Wei's 5C one of the scariest pressure tools in the corner.

2A
ABK-Wei-2A.png
Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 0 0

Crouching, short-ranged, single-palm thrust. 2A is Wei's primary tool for confirming combos, starting pressure, and mashing on defense. It's one of the longest range jabs while possessing the same frame data as most making it particularly useful.

2B
ABK-Wei-2B.png
Damage Guard Startup Adv Hit Adv Block
850 High/Low 6 0 -2

While it doesn't look like it at a glance, Wei's 2B is probably the single best anti-air in the game. It beats almost every aerial approach in the game, with very few exceptions (such as Blitztank's aerial Reflector), and can set up for an air throw on hit. Otherwise it can setup [2]8X combos on the ground.

2C
ABK-Wei-2C.png
Damage Guard Startup Adv Hit Adv Block
1250 Low 11 KD -9

Wei leans back on one hand and kicks one leg outward (ala Chun-Li's crouching roundhouse). Much like every other 2C in Blitzkampf, Wei does a sweep that knocks down. Its distance is slightly above average and can be used to catch people not blocking low. Oddly enough, 2C can be used as a far anti-air as it often trades or, in some cases, beats out jumping attacks. In any case, the knockdown gives Wei the opportunity to yet again activate the Boost of your choice. Important to keep in mind that outside of [4]3X this is Wei's ONLY low.

j.A
ABK-Wei-jA.png
Damage Guard Startup Adv Hit Adv Block
500 High 4 -4 -4

Jumping, horizontal, palm attack. Good for air-to-air and his jumping combo loops. Like other j.As this can be whiff canceled into other aerials. Unlike most j.As, it doesn't cancel into his j.B, making his air to air less rewarding. It's better to use air throw when possible. It will whiff on crouching opponents, making it far less useful than his other jumping attacks when landing.

j.B
ABK-Wei-jB.png
Damage Guard Startup Adv Hit Adv Block
1000 High 7 VB VB

An aerial split kick. The huge hitbox on the rear leg makes it ideal for cross ups. Has little other uses as it's angled too far down for air-to-air.

j.C
ABK-Wei-jC.png
Damage Guard Startup Adv Hit Adv Block
1500 High 9 VB VB

A jumping elbow. Incredible jump button across the board. The hitbox is incredible, making it difficult for a lot of characters to contest whether for anti-air or air to air. It's also simply his best combo starter. On air hit it instantly sends the opponent to the floor, which can be hard to ground tech on reaction.

Command Moves

j.6C
ABK-Wei-j6C.png
Damage Guard Startup Adv Hit Adv Block
1200 High VB KD VB

Launches grounded opponents. Pushes Wei back in the air.

Special moves

烏牛擺頭 -Ugyuu Haitou
[4]6+A/B/C/B+C
ABK-Wei-46X.png
Normal version
Normal version
ABK-Wei-46BC.png
EX version
EX version
- - - - -
  • Rushing shoulder attack. Button strength determines distance traveled and damage output.
  • A and B versions are good for confirms into EX specials.
Version Damage Guard Startup Adv Hit Adv Block
A 1400 High/Low 9 -2 -6
  • Good for close range punishment and a good way for Wei to take his turn back if he has meter (to cancel into 22B+C).
B 1500 High/Low 13 -2 -6
  • Has good combo stability and is a possible whiff punish tool for anything a bit out of sweep range.
C 1600 High/Low 43 +0 -4
  • Should be used sparingly. It's the safest on guard but also has the most startup. Should be used as a read or for keeping the opponent from being comfortable at full screen.
EX 2800 High/Low 9 KD -17
  • Having the same startup as the A version also makes it useful as a punishment tool. EX Ugyuuhaitou wall bounces, so you can follow up with a combo from pretty much anywhere on the screen.
虎蹲山 - Kosonzan
[4]3+A/B/C/B+C (> 6+A/B/C)
ABK-Wei-43X.png
Normal version
Normal version
ABK-Wei-43BC.png
EX version
It almost looks like those cool Russian squat dances...
EX version
It almost looks like those cool Russian squat dances...
- - - - -

Rushing low attack with a mid follow-up. Button strength determines travel distance and damage (for 挑領 - Chouryou, button strength determines startup speed and damage).

Version Damage Guard Startup Adv Hit Adv Block
A 800 (1243) Low 15 (3) KD -5 (-16)

The A variant of Kosonzan is your go-to meterless combo tool in most cases. It's not as useful in neutral as Ugyuuhaitou due to its slower startup speed. When used as an ender, always followup with Chouryou for untechable knockdown (very important for Wei's setplay). Kosonzan itself isn't too bad on guard, but it will end your turn in most cases. You can RPS with A Chouryou since it has very fast startup, but don't rely on this too much since it's very unsafe on guard.

B 900 (1416) Low 19 (5) KD -5 (-16)

Can be used as a way to randomly check the opponent walking in. Other than that, it can be used as a combo ender where A Kozonsan would whiff.

C 1000 (1590) Low 27 (7) KD -5 (-16)

Nobody expects the fullscreen low in neutral. Besides that, not really useful.

EX 3215 Low 11 KD -20

EX Kosonzan is useful combo filler, being an easy ender with good damage. It also does a ton of guard and chip damage, making it good for chip kills or guard crush situations.

斬手 - Zanshu
[2]8+A/B/C/B+C (> 6+A/B/C)
ABK-Wei-28X.png
Normal version
Normal version
ABK-Wei-28BC.png
EX version
EX version
- - - - -

Numbers in parenthesis refer to 鷂子栽肩 - Youshi Saiken followups respective to each button. Unless specified, Youshi Saiken followups are all mids (high/low block).

  • Zanshu is a useful anti-air attack since it has fast startup, but you won't see much use out of it as a reversal due to it having no invul frames.
  • You'll mostly be using Zanshu as a combo tool (canceled into 22B+C for juggles).
  • Youshisaiken follow-up is meterless combo filler. It can also be used sparingly as an RPS tool if Zanshu is blocked and you have no meter to cover yourself.
  • You can use Youshisaiken if Zanshu whiffs. It causes a soft knockdown.
Version Damage Guard Startup Adv Hit Adv Block
A 1391 (1781) High/Low 5 (5) KD -14 (-13)
B 1477 (1915) High/Low 7 (9) KD -14 (-13)
C 1564 (2050) High/Low 9 (13) KD -14 (-13)
EX 3080 High/Low 5 KD -21
EX version is fully invincible on startup, making it his only true reversal. Unfortunately, it has the frustrating tendency of whiffing against cross-ups, making is less than ideal.
練精化気 - Rensei Kaki
22+A/B/C/B+C
ABK-Wei-22X.png
Exhibit A: "What defines a character"
Exhibit A: "What defines a character"
- - - - -

Wei takes a deep breath and boosts one of three stats for roughly 6 seconds (7 in Vanilla). Wei can apply several buffs at the same time, but they cannot stack.

  • Applying a buff while it is already active will only reset the timer.
  • EX version lasts 7 seconds (8 in Vanilla).
Version Damage Guard Startup Adv Hit Adv Block
A -- -- Total 55 -- --

The A Boost (green aura) buffs Wei's movement speed, making him the fastest character in the game. It also decreases his prejump frames from 4 to 1. This is the best buff in most situations and can change entire MUs alone.

B -- -- Total 55 -- --

The B Boost (blue aura) buffs Wei's defense value by 25% and gives him projectile armor. The projectile armor functions similar to Tank's armor in that in can only take one hit in a string and has a damage threshold around 800 or 1000 damage, meaning high damage or multi-hit projectiles will go through it.

C -- -- Total 55 -- --

The C Boost (red aura) buffs Wei's damage by 30%. He also does more guard damage. Not really useful considering Wei already has high damage.

EX -- -- Total = 10 -- --

EX version applies all three buffs. It's mostly used in combos and pressure, where cancelling into it makes Wei plus (and opens up more combo routes). Another good thing about it is that, since it's an EX move, Wei can use it in neutral as a way to more easily react to what the opponent is doing. Think of 22BC as a pseudo Roman Cancel.

  • Wei cannot build meter while this buff is active.

Super

練神還虚 - Renshin Kankyo
ABK-Wei-ABC.png
ABK-Wei-BreatheIn.png
"Hamon Overdrive!"
"Hamon Overdrive!"
Damage Guard Startup Adv Hit Adv Block
-- -- -- -- --

Attack increased 50%, Damage decreased 50%, Movement speed increased. Super armor is available for both projectiles and some normal attacks (there are some exceptions) Invul lasts from startup until the screen goes back to normal. Wei can start moving a frame before the screen turns back to normal, making it a strong reversal tool. Most times you will opt for 22B+C for stat boosting, but A+B+C can be used if you have the opponent in an advantageous position and the next decision is decisive. This will be a match ending option, due to it's expensive meter cost.

General Strategy

Wei Tutorial Video One version behind, but pretty much all of it is still applicable. Doesn't have information on a lot of things like neutral and defense, but definitely still worth watching. Not all combos in the video are actually the optimal options.

Using Boosts (22X)

Wei's character-defining mechanic is his boosts system on his 22X. Each version buffs him in a different way for a set period of time, which is useful for different situations. Generally you should mainly be going for boosts after a knockdown that gives you some distance from the opponent, such as after Throw, Air Throw, 2C, 5C, j.6C, or a combo. Just using them in neutral can be done but is obviously very dangerous.

22A

22A is the best boost in most situations. This boost makes his movement go from the worst in the game to the best. This makes his neutral game and pressure way more threatening and powerful, as well as making his combo game stronger under specific situations. Use it whenever you get the chance.

22B

22B buffs Wei's armor rating to 0.750 (from 0.950) and gives him super armor against projectiles. Decent boost, but overshadowed by 22A in most situations. You generally want to use this buff against projectile-heavy characters such as Mycale, Anonym, Blitztank and Perfecti. The armor buff also makes comebacks significantly harder against Wei, which is nice at the end of the round.

22C

22C is his least useful boost. It applies a x1.30 multiplier on all of his attacks, making his damage output go through the roof. You will almost never use this boost, as Wei's damage is already pretty high without it. It also provides no utility outside of combos There's pretty much no situation where you should be using this boost over the other two.

22BC

22BC gives you all the buffs at once while also functioning as a pseudo-Roman Cancel. This gives it an incredible amount of utility beyond just buffing oneself in neutral. Since it's an EX move, it can be super canceled from other specials. This means you can cancel into it from [4]6X and [2]8X for very damaging combo extensions on hit. On block, Wei is plus, effectively securing Wei's turn (even from a random [4]6X in neutral) and/or a strike-throw mixup. This is one of Wei's strongest tools and is important to mastering the character.

ABC

ABC is effectively 22BC on steroids. It straight up gives him Blitztank armor, along with an even bigger defense and damage boost (the speed boost is unchanged). Most importantly though, unlike 22BC which has some recovery, A+B+C have no startup, as well as 1 frame of recovery. This allows for some tricky cancels and otherwise impossible conversions, and also for things like wake up ABC, react to what the opponent is doing, then act accordingly. Still though, ABC only really worth using over 22BC at the end of matches since Wei generally prefers to spend his meter for EX moves, on top of being a meter hungry character in the first place.


Neutral

In short

Wei wants to play neutral at a slower pace and wait for his opponents to approach him. His buttons are big and covers space very well, and his [4]6X/[4]3X specials allows him to quickly check a reckless dash/poke from the opponent. However, his air game leaves to be desired, unless 22A is active, in which case it becomes very good. 22A in general makes Wei's neutral way better.

Pokes

His normals are great for poking, 5B being the best for footsies in most situations. 5C can also be good a poke but it's a bit too slow and easy to whiff punish to be used much. 2C is also a decent tool in footsies since it's a very long ranged sweep, but it too is slow with long recovery. At closer ranges, 2A reaches pretty far, allowing Wei to quickly check a dash from the opponent.

Besides using his normals, similar to Boxer, Wei can make use of his rush attacks in neutral. [4]6A/B comes out quickly and while not especially long, they cover a decent distance. They are both -6 on block, which means they're unsafe, but just safe enough that it's hard to punish with most moves. Making them more of a threat though is that when you have meter, on hit or block they can be canceled into 22BC to either extend it into a combo or get a mixup. [4]6C goes a longer distance than the other two and is -4 on block, making it (mostly) safe, but is so incredibly slow that its rare you can use it without getting hit during startup, so it should be used sparingly.

[4]3X go the near same distances as their mid hitting counterparts, but are slower while hitting low. They're good for catching opponents off guard with an unexpected low check, and have good meterless options on hit. They're all also -5 on block so they're fairly safe to use, and once again 22BC is always an option. However, they are fairly slow and don't have the biggest hitboxes, so it's not uncommon for them to be interrupted or whiff punished. Still they are a strong tool to throw out on occasion.

When Wei gains the speed boost (22A), then his neutral game becomes a lot stronger. His ridiculously fast movement lets him dash in and out very quickly and it's fairly easy to just walk up on the opponent with the speed boost active. This is the main reason you want to use 22A the most, since it makes his neutral so much better.

Air Game

Without 22A, Wei's air game is very mediocre. His jump isn't floaty but it also doesn't go very far, and having more prejump frames than average doesn't help.

His j.A is a decent air-to-air, j.B is solely useful for landing with a crossup, and j.C is also a strong air-to-air and landing option. He also has j.6C, which is a good air-to-air but is mostly used to change his air momentum. This has a few uses (some of which will be described below) but also can catch Air Throw and air-to-air happy opponents off guard. j.6C also can lead to a juggle in the corner, but that's a rare situation.

Once 22A is active. Wei's air game becomes significantly better. His jump, on top of being faster (and thus going further), now only has 1 frame of startup. This makes it a lot easier for him to jump in on opponents and air-to-air.


Offense

In short

Wei's offense relies around strike/throw mixups due to the lack of a standing overhead, making opening the opponent up harder than average. Thankfully for Wei, his strike/throw is among the best in the game, since both options leads to huge rewards, especially in the corner. On top of that, he has access to a very potent left/right mixup on midscreen, which tremendously helps him on oki

22X in offense

Two of Wei's boosts helps him in pressure: 22A and 22BC.

22A allows Wei to shimmy like crazy and bait a reaction from the opponent (such as a throw tech attempt). If the opponent takes the bait, Wei can punish them with a devastating 5C combo (which will also crush their guard gauge is they tried to air block), or a Throw if they tried to Reflector out of their way.

22BC is the key to Wei's pressure, and the reason he needs so much meter at all times. When cancelled into it from [4]6X or [4]3X, Wei becomes plus, even on block. This basically grants him a free strike/throw mixup, but better and more rewarding because of the speed and damage boost. However, it is a vert costly option, since Wei can't build meter while it's active, so it's best used sparingly.

Frame Traps

Wei has ways to punish opponents who don't pay enough attention to his blockstrings. In particular, he can use the followups from [4]3X and [2]8X. End a blockstring with [4]3A or [2]8A. Normally the opponent will take this opportunity to take their turn or punish if they have a fast enough move. However, if you follow the move with a delayed 6A, then if the opponent is attempt to punish they get hit by the followup instead. Once the opponent is aware of this, they may choose to respect you after seeing these options end a block string. From there you can take back your turn, or even throw the opponent.

Crossups

Wei has strong crossup mixups in midscreen. j.B is a pretty big crossup aerial, and as a result it's pretty easy to use it from many distances and doesn't require much setup (a midscreen BnB puts Wei at the perfect position to make his crossup more ambiguous). Adding further to this though is that he can fake a crossup. From a knockdown in crossup distance, jump forward and immediately whiff a j.A. From there, whiff cancel it into j.6C to launch yourself back, and if spaced correctly you will fly back into the opponent without actually hitting them. If the opponent respects you here, which they likely will, you can throw the opponent. Additionally, if they learn to recognize the j.6C, if they don't act fast enough to try and punish it then you can 2A to catch them and start a combo.

Anti-Reflector

Using Reflector against an airborne Wei is particularly dangerous, since all of his jumping normals can beat it in some way. j.A and j.C can be used to reliably safejump it (j.A whiffs on Crouching Reflector), while j.B can crossup, which invalidates Reflectors. On top of that, throwing a Reflector makes the throw deal more damage in Ausf. Achse, which makes his already strong strike/throw games even stronger, especially in the corner.


Defense

In short

Wei has generally subpar reversals, which makes escaping pressure/the corner pretty difficult. However, he is also the best anti-airing character in the game, easily beating most anti-anti-air attempts.

Anti-Air

Wei is possibly the best character at anti-airing in the game. Wei's main anti-air is of course his 2B. While it may not look like much when you first see it, it's probably the best anti-air in the game. It hits higher than it appears, has very good hitbox to hurtbox ratio, beats pretty much every aerial, and will beat every air reflector but Tank's as long as it's decently spaced. On block it leads to an air reset, which if canceled into 22BC can let you Air Throw the opponent (this can be teched). The same can be done on hit but if done fast enough the throw will be a true combo. Additionally, if you were crouching long enough, on hit it can be canceled into [2]8X for extra damage.

Besides just 2B, [2]8X can also be used as an anti-air. It will hit higher and does decent damage, and if it weren't for 2B it'd definitely be his go to anti-air. [2]8X can lead to huge combos if canceled into 22BC, but this requires it to hit. Overall 2B is just the better option.

Reversals

While Wei would rather have the opponent come to him than the other way around, that's because he's great at punishing jumping and reckless approaches. When he finds himself on the back foot, he doesn't have much options.

His only invincible option is [2]8BC, and while it's not the worst reversal, it has the annoying tendency of whiffing against crossups. Besides that, he only really has universal options (Reflector, 2A mash, Throw) and ABC. ABC can be a good wakeup option, since it's literal lack of startup lets you react to whatever oki the opponent decided to set up, but three bars for a somewhat gimmicky reversal is not worth it under most situations.

Defense with Wei is generally a matter of weathering the storm, and find a gap where he can mash his way out. In addition, his extra large hurtbox leaves him open to some unique mixups such as instant overheads.


Overall

Wei is a character with strong neutral presence, good normals, unique pressure tools, and a frightening damage output that, when pushed to their max potential, creates and incredibly powerful character. Despite this though, there is very little reason to block high against Wei, which can make finding openings in the opponent's defense harder than average without the use of a lot of tricks and gimmicks. His defensive options are also very lacking, being universal for the most part.

Combos

Combo terminology

Symbol Meaning
> 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

The tutorial video lists more combos than the ones shown here, but these are all the routes that you NEED to know with Wei. Additionally, some of the combos listed in the video aren't actually the optimal routes, or are routes you won't be able to use frequently in a match.

Notes:

  • Starting combos with 2A > 2A > 5B allows Wei to combo into his specials without having to hold a charge. Use this string if you don't think you built enough charge before hitting the first 2A
  • Starting the combo with j.C adds roughly 1000 damage to the combo
  • Damage values does not includes 22C's (and 22BC's) damage buff at the start of the combo. The first value is the short version (without any optional input), while the second is the longest version
  • Because Wei is a meter-hungry character, meter costs will be listed

Midscreen Combos

Combo Damage Position Meter Cost Video Notes
2A > 5B > [4]3A~6C, (2C/22A) 1815
1966
Anywhere 0 Link

Easy BnB that grants a hard knockdown, which is extremely rare in ABK. This is also the go-to route when 2A was hit from further away. 22A is the preferred option after the knockdown because of the speed boost

2A > 5B > [4]3A, 2A > [4]3B~6C 2140 Anywhere 0 Link

Wei's actual midscreen BnB, which is a bit harder than the previous combo. Wei has less time to buff himself while maintaining oki using this route, but it's still the go-to one. A visual cue for the link is when Wei's jacket falls down

5C, [4]6B 2664 Anywhere 0 Link

Basically just bonus damage. The same jacket tip from the previous combo can be used here

2A > 5B > [4]6B > [4]3BC, [4]6B OTG 4127 Anywhere 1 Link

Basic and easy metered route. Does great damage for the meter cost

5C, [4]6B > [4]6BC, [4]3A~6C 4350 Anywhere 1 Link

Metered midscreen 5C route. Makes getting hit by 5C WAY scarier midscreen

2A > 5B > [4]6B > [4]6BC, [4]6B > ([4]6BC, [4]3A~6C) 2996
4032
Midscreen 1-2 Link

Basic wall bounce route for when Wei is too far from the corner. Using a second bar is only worth it if the combo will put the opponent in the corner, as the damage stays lower compared to the previous combo

2A > 5B > [4]6B > [4]6BC, j.A, j.B, 2B, 5A > 2B > [4]3B~6C - Midscreen to Corner 1 -

Wall bounce route for when you're near but not too close to the corner (the spacing is throwing the opponent midscreen when they're cornered, then hit the dummy with 5B). Does pretty good damage, of top of looking sick

2A > 5B > [4]6B > [4]6BC, 2B > [4]6B, 2AA > 5B > [4]3A~6A 4000~ Round Start 1 -

Wall bounce route that only works at roughly round start (the spacing is throwing the opponent midscreen when they're cornered). Does pretty good damage

AA 2B > [2]8C(1) > 22BC, j.A*2, land, j.A, j.B, 2A > 5B > [4]3A~6C - Midscreen 1 -

Very stylish anti-air combo. Delay the first j.A, and start charging after the second one

AA 2B > [2]8C(1) > 22BC, j.A, j.B, 2B > [4]3A~6C - Anywhere 1 -

Alternative anti-air combo for when you cancel [2]8C after the first hit. Comboing into j.A can be tight at times

(2A > 5B) > [[4]6B > 22BC, 2A > 5B]*N > [4]3A~6C, (2C) Min. 2924
Max. 4929
Anywhere 1-3 -

Mostly done when [4]6B > 22BC hits the opponent in neutral. Greatly increases Wei's damage and corner carry, especially when combined with other EX moves

2A > 5B > [4]5B > ABC, Dash 5AAA > 5B > [4]3A, 2B > [4]3B~6C - Anywhere 3 -

Level 3 route. Generally inferior to the previous combo since it always costs more meter, but it's still an option

2A > [5B > [4]6B > 22BC]*2, 5B > [4]6B > [4]6BC, j.A*2, land, j.A, j.B, 5AA > 5B > [4]3A~6C - Cornered 3 -

Wei's max damage in midscreen. Very difficult and spacing dependent, but it is among the most damaging combos in the game. Do this if you feel like flexing hard on your execution.

Corner Combos

Combo Damage Meter Cost Video Notes
2A > 5B > [4]3A, 2A > 2B > [2]8C~6B 2582 0 Link

Beginner corner BnB. Stick to this one if you can't perform the following combo

2A > 5B > [4]3A, 2A > 5B > [4]6B, 2A > (5A) > 5B > [4]3A~6C 3081
3188
0 Link

Wei's actual corner BnB. Very hard to perform, but the damage is on par with some characters' metered routes. Omitting 5A makes the combo way easier. Can be ended with [4]3A~6A for an easier combo

5C, dl.5B > [4]6B, 2AAA > 5B > [4]3A~6C 3946 0 Link

Meterless corner 5C combo. Makes getting hit by 5C WAY scarier in the corner. If 5B is done immediately, omit a 2A, otherwise the third one will whiff

j.6C, 2A > 5B > [4]6B, 2AAA > 5B > [4]3A~6C - 0 -

A variant of the previous combo if you ever land j.6C in the corner

Throw, [4]3A~6A OTG, Dash 2146 0 Link

Key corner pressure sequence
Not exactly a combo, since the opponent can tech the throw's, but it still makes his throw way scarier in the corner. On whiff, Wei recovers fast enough to continue pressure

2A > 5B > [4]3A, 2A > 2B > [2]8C > [2]8BC 3693 1 Link

Easy metered BnB, which does decent damage. Requires some timing on [2]8BC in order to land all hits

2A > 5B > [[4]6B > 22BC, (5AAA) > 2A > 5B]*N > [4]3A, 2A > 5B > [4]6B, 2A > (5A) > 5B > [4]3A~6C - 1-3 -

Corner version of the midscreen 22BC loop, that does bonkers damage due to having more hits. Same tricks used for the meterless version of this combo applies here

5C, 5B > [4]6B, 2A > 2B > [2]8C > dl.[4]6BC/[2]8BC 4416
5282
1 -

Corner metered 5C combo. Ending in [2]8BC is surprisingly hard, so use [4]6BC ender for an easier, but less damaging ender

5C, 5B > [4]6B, 2A > 2B > [2]8C > 22BC, Air Throw 4369 1 -

A variant of the 5C combo that gives better oki, in exchange of less damage

5C, 5B > [4]6B > 22BC, 2A > 2B > [2]8C > [2]8BC 5939 2 -

An easier version of the corner 5C combo. Generally not worth it, as it does subpar damage for the meter cost

AA [2]8C(1) > 22BC, j.A*2, land, j.A, j.B, 5AA > 5B > [4]3A~6C - 1 -

Corner version of the [2]8C combo. Comes with a slight damage increase

Reflector Combos

Note: Damage values are for Ausf. Achse

Combo Damage Position Meter Cost Video Notes
Reflector, 2B > [4]3B~6C 1036 Midscreen 0 -

Basic and easy Reflector combo. Doesn't work if hit from far away.

Reflector > [4]6C~6C 969 Midscreen 0 -

Basic and easy Reflector combo if you have a back charge.

Reflector > [2]8C > [2]8BC 1639 Midscreen 1 -

High damage, crouch only Reflector combo. Go for it when you get the opportunity.

Reflector > [4]6B > [4]6BC, [4]3A~(6C) 2504 Midscreen 1 -

High damage Reflector combo that's mostly done on defense since Wei has to hold back a little bit before starting the combo. Go for it whenever you get the chance.
In Ausf. Achse, you need to omit the follow up to [4]3A, as it will always whiff.

Reflector, 5A > 5B > [4]6B, 2A > 5A > 5B > [4]3A~6C - Corner 0 -

Corner meterless Reflector combo that does impressive damage.

Reflector > [4]6B > 22BC, 5B > [4]6B, 2A > 5A > 5B > [4]3A~6C - Corner 1 -

Metered variant of the previous combo. Very hard to perform, but does incredible damage for a Reflector combo.

Ausf Achse Combos

This will only lists combos that changed.

  • Reflector Combos
Combo Damage Position Meter Cost Video Notes
Reflector > [4]6B > (22BC), 2A > 2B > [2]8~C 1976 Corner 0-1 -

New corner Reflector combo. Does less damage than in Vanilla.

Frame Data

source
KD - Knockdown
VB - 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  |  24   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  20   |    3    |   KD   |    --    |
                5+B+C  |  22   |    7    |   KD   |    -2    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
              Normals  ---------------------------------------
                   5A  |  19   |    4    |   -4   |    -4    |
                   5B  |  27   |    9    |   -3   |    -5    |
                   5C  |  32   |   13    |   KD   |    -4    |
                  c.A  |  15   |    4    |   +0   |    +0    |
                  c.B  |  21   |    6    |   +0   |    -2    |
                  c.C  |  35   |   11    |   KD   |    -9    |
                  j.A  |  19   |    4    |   -4   |    -4    |
                  j.B  |  22   |    7    |   VB   |    VB    |
                  j.C  |  28   |    9    |   VB   |    VB    |
           c./5A > 5A  |  19   |    4    |   -4   |    -4    |
           c./5A > 2A  |  15   |    4    |   +0   |    +0    |
      Command Normals  ---------------------------------------
                 j.6C  |  VB   |    9    |   KD   |    VB    | landing recovery is the same as usual jump's
             Specials  ---------------------------------------
               [4]6+A  |  30?  |    9    |   -2?  |    -6?   | *UV
               [4]6+B  |  34?  |   13    |   -2?  |    -6?   | *UV
               [4]6+C  |  42   |   43    |   +0   |    -4    |
               [4]3+A  |  35   |   15    |   KD   |    -5    |
               [4]3+B  |  39   |   19    |   KD   |    -5    |
               [4]3+C  |  47   |   27    |   KD   |    -5    |
           [4]3 > 6+A  |  34   |    3    |   KD   |   -16    |
           [4]3 > 6+B  |  36   |    5    |   KD   |   -16    |
           [4]3 > 6+C  |  38   |    7    |   KD   |   -16    |
               [2]8+A  |  36   |    5    |   KD   |   -14    |
               [2]8+B  |  40   |    7    |   KD   |   -14    |
               [2]8+C  |  44   |    9    |   KD   |   -14    |
           [2]8 > 6+A  |  33   |    5    |   KD   |   -13    |
           [2]8 > 6+B  |  37   |    9    |   KD   |   -13    |
           [2]8 > 6+C  |  41   |   13    |   KD   |   -13    |
                 22+A  |  55   |   --    |   --   |    --    |
                 22+B  |  55   |   --    |   --   |    --    |
                 22+C  |  55   |   --    |   --   |    --    |
       EX and Level 3  ---------------------------------------
             [4]6+B+C  |  41   |    9    |   KD   |   -17    | 1~4F invincible
             [4]3+B+C  | 105   |   11    |   KD   |   -20    | 1~8F invincible
             [2]8+B+C  |  68   |    5    |   KD   |   -21    | 1~6F invincible
               22+B+C  |  10   |   --    |   --   |    --    | 1F invincible? *UV
                A+B+C  |   1   |   --    |   --   |    --    | Superflash 60F, all frames invincible,
                                                               Wei can start moving 1F before superflash ends

Trivia

Wei's Ending
  • His fighting style as stated in his background information is 心意六合拳 (xīn​yì liù​hé quán) - Xinyi Liuhe Quan literally "Fist of Mind, Intention and Six Harmonies" [1]


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