Akatsuki Blitzkampf/Wei

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Wei's official profile image

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

  • Armor Ratio = 0.950

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

Wei's pre-made colors
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 footsie of any sort. 5A should typically be used in corner EX Boost combos as it prorates far less than 2A.

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 loses to lengthy lows. Unfortunately, 5B can be reflected at any level so one should only abuse it if you know the opponent is going to engage in a poke war.

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

Moves Wei forward with a double-palm strike that launches victim to the wall allowing extended juggles when near the corner. At mid screen, Wei can take the opportunity to sneak in a Boost (22x) without fear of reprisal. On block, 5C deals significant guard damage and creates some distance between Wei and the defender. The range exceeds slightly beyond 5B giving it similar uses when applied to footsies but it's also similar in that it will ultimately lose to lengthly low hits (in fact, 5C appears to be more vulnerable lows). The best ways to incorporate 5C is from a backstep (when previously hovering over a downed opponent) or if your reflexes are sharp 5C can punish the recovery of laggy moves when not charged for a shoulder rush.

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 into a series of bread & butters. Although the startup is average it can still prove to be effective in close-quarters combat and for tick-throwing.

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

...GDLK. His best anti-air.

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's too produces a sweep that downs the opponent. Its distance is slightly above average and can be used (sparingly) in footsie. Oddly enough, 2C can be used as a far anti-air as it often trades or in some cases beats out jumping attacks. In either case, the knockdown gives Wei the opportunity to yet again activate the Boost of your choice.

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 extending jumping combo loops. J.A will recover in time upon landing when reflected allowing a counter-reflect option. The downside is that it will whiff crouching opponents making it far less useful than his other jumping attacks when aiming to start a B&B.

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. J.B is angled too far down, mitigating its use as an air-to-air.

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

A jumping elbow. Instantly sends an airborne opponent to floor making it somewhat difficult for them to recover. Has the ability to "crush" limbs in an air-to-air battle if thrown out during the ascension of the jump. J.C should primarily be used to punish anticipated projectiles (evaded or reflected) and whiffed moves with heavy recovery.

Command Moves

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

Launches grounded opponent. 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
ABK-Wei-46BC.png
- - - - -
  • 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 way to take his turn back if he has meter (cancel into 22B+C).
B 1500 High/Low 13 -2 -6
  • Has good combo stability and possible whiff punish toolfor 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 has the most startup this is more used if you read and keeping the opponent from being comfortable full screen.
EX 2800 High/Low 9 KD -17
  • Having the same startup as A version also makes it useful as a punishment tool. EX Ugyuuhaitou wall bounces, so you can followup 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
ABK-Wei-43BC.png
It almost looks like those cool russian squat dances
- - - - -

Rushing low attack with a mid followup. 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)

A Kosonzan is your go-to meterless combo tool in most cases, not as useful in neutral as Ugyuuhaitou due to it's 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)

Useful for surprise attacks or whiff punishment.

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

Same as B version.

EX 3215 Low 11 KD -20

EX Kosonzan is good combo filler for an easy ender and good damage.

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

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 followup is meterless combo filler, 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 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
練精化気 - Rensei Kaki
22+A/B/C/B+C
ABK-Wei-22X.png
- - - - -
  • Stat boost technique. Can reapply and reset stat boost timer, cannot increase time. Can apply multiple stat boosts.
  • Normal versions last 6 seconds, EX lasts 8.
  • Normal versions are 55 frames, EX version is 10.
Version Damage Guard Startup Adv Hit Adv Block
A -- -- -- -- --
  • Speed up.
    • Movement speed and Dash speed/distance increases. Jump startup decreases from 4f to 1.
  • This is the power up you will use most. Increased movement speed and decreased jump start up will improve Wei's neutral game

and open up more combo routes. This is move is a match up changer.

B -- -- -- -- --
  • Super Armor.
    • Wei gets a 25% defense increase, and super armor versus projectile attacks.
C -- -- -- -- --
  • Power up
    • Wei's attack increases 30%, also does more damage to guard guage.
EX -- -- -- -- --
  • Grants all three attack boosts for 8 seconds. Main draw to this version is it's ability to cancel any normal or special while on the ground (almost like a roman cancel from Guilty Gear).
  • This will strengthen your combo routes greatly. It's also very good in neutral, the freeze frame lets you see what your opponent is doing and you can react accordingly.
  • The only downside to this technique is that you cannot build meter for it's duration.

Super

練神還虚 - Renshin Kankyo
ABK-Wei-ABC.png
ABK-Wei-BreatheIn.png
"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.

Combos

Mid-Screen

(2A)x3 -> 5B -> [4]3+A -> (Finisher) 6+C -> 2C

(2A)x2 -> 5B -> [4]3+A -> 2A -> [4]3+B -> (Finisher) 6+C

(2A)x3 -> 5B -> [4]3+A -> 2B -> [4]3+B -> (Finisher) 6+C

(2A)x3 -> 5B -> [4]6+B -> [4]3+B+C

(2A)x3 -> 5B -> [4]6+B -> [4]6+B+C -> j.A -> j.B -> 2B -> 5A -> 2B -> [4]3+B -> 6C

(2A)x3 -> 5B -> [4]6+B -> [4]6+B+C -> 2B -> [4]6+B -> 2A -> 2A -> 5B -> [4]3+A -> 6A

(2A)x3 -> 5B -> [4]6+B -> A+B+C -> dash -> 5A x 3 -> 5B -> [4]3A -> 2B -> [4]3+B -> 6C

[2]8+B -> 22+B+C -> j.A -> j.B -> 2B -> [4]3+A -> 6A/B

(2A)x3 -> 5B -> [4]6+B -> 22+B+C -> 5B -> [4]6+B -> 22+B+C -> 5B -> [4]6+B -> [4]6+B+C -> j.A -> j.A -> land -> j.A -> j.B -> j.A+B

[REFLECTOR] (Far, Standing OR Crouching) -> [4]3+C -> (Finisher) 6+C -> 2C

[REFLECTOR] (Close, Standing) -> 5B -> [4]3+B -> (Finisher) 6+C

[REFLECTOR] (Close, Standing OR Crouching) -> 22B+C -> J.A+B


Corner

(2A)x3 -> 5B -> [4]3+A -> 2A -> 2B -> [4]6+B -> (2A)x2 -> 5B -> [4]3+A -> (Finisher) 6+A

(2A)x3 -> 5B -> [4]3+A -> 5A -> 2B -> [4]6+B -> 2A -> 2A -> 5B -> [4]3A+A -> 6B

2B -> 22+B+C -> j.A -> j.A -> land -> j.A -> j.B -> 5A -> 5B -> [4]3+A -> 6A

5C -> 5B -> [4]6+B -> 2A -> 2B -> [2]8+C -> 22+B+C -> j.A+B

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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