EN-Eins Perfektewelt/Akatsuki

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Akatsuki's official profile image

Background

"A technical officer of the former Imperial Army who was brought back after half a century by the Hibernation Control Unit. He goes after the New Order of Knights Templar in order to fulfill his duty to destroy the highly classified weapon Blitz Motor."

Introduction

Akatsuki

  • Armor Ratio = 1.000 (average armor)
  • Forward Speed = 5.0 (average speed)
  • Backwards Speed = 4.0 (average speed)
  • Jump Startup = 3F (fastest unbuffed)
  • Backdash Duration = 22F (third shortest)

Pros

  • Good damage
  • Good combos from any range
  • Good mixups
  • OK neutral
  • Good overall toolset

Cons

  • Stubby normals
  • Weak dashes and double jump
  • Isn't particularly good at any aspect of the game
  • Somewhat invalidated by other characters who do what he does but better


All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)

Normal Moves

5A
Damage Guard Startup Adv Hit Adv Block
500 High/Low 4 +0 +0

Akatsuki punches forward. The definition of a typical jab.

5AA
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Akatsuki punches forward with his other fist. Very average.

5AAA
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Akatsuki knees the opponent, using the same animation as Close 5C. Very short ranged but average otherwise.

5AAAA
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 KD -7

Akatsuki kicks the opponent using the 214A animation. Decent because it at least gives a knockdown but of course shouldn't be used if possible.

5B (close)
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 5 -4 -6

Akatsuki does an uppercut. Has a good anti-air hitbox but is rarely used as such due to it being a close normal. Comes out fast so it can be used as a punish.

5B (far)
Damage Guard Startup Adv Hit Adv Block
900 High/Low 7 -3 -5

One of Akatsuki's better pokes and combo fodder. Has a higher hitbox than it looks. Still not a great poke but it's useful.

5BB
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 -4 -6

Akatsuki swings forward with an uppercut using the 6C animation. Brings Akatsuki forward, making it somewhat easier to combo into other moves that wouldn't reach otherwise. Combo fodder.

5BBB
Damage Guard Startup Adv Hit Adv Block
300 High/Low 5 -4 -8

Akatsuki fires a short range 236X. Should never be used, as it doesn't have any benefits on hit or block over canceling 5BB into a special.

5C (close)
Damage Guard Startup Adv Hit Adv Block
1400 High/Low 6 +0 -4

Akatsuki knees the opponent. Can be hard to implement in a combo but is cancelable, so it often gets used in some higher damage corner combos. Also occasionally good as a high damage combo starter.

5C (far)
Damage Guard Startup Adv Hit Adv Block
1400 High/Low 8 KD -8

Akatsuki does a long ranged vertical that launches. A good anti-air move although not especially rewarding on hit. Can be comboed into but there's never a good reason to.

5CC
Damage Guard Startup Adv Hit Adv Block
500 High 17 KD -12

Akatsuki does an axe like his vertical j.C. Hits overhead but isn't really a mixup since the opponent can block high from 5C, and also incredibly unsafe. Can be used as an ender but Akatsuki has much better options.

2A
Damage Guard Startup Adv Hit Adv Block
400 High/Low 4 +0 +0

Typical crouch jab for the most part, although it's range is stubby compared to other 2As. Often used as a combo starter and has use for corner combo links.

2AA
Damage Guard Startup Adv Hit Adv Block
400 High/Low 4 +0 +0

Same as 2A but Akatsuki punches with his other hand.

2B
Damage Guard Startup Adv Hit Adv Block
800 Low 7 -3 -5

One of Akatsuki's longest range moves as well as his low combo starter. Can be used as a poke and for high low mixups.

2C
Damage Guard Startup Adv Hit Adv Block
1200 Low 9 KD -8

Akatsuki's sweep. Has decent range although gets outranged by many other sweeps. Can be used as a poke and for high low mixups.

j.A
Damage Guard Startup Adv Hit Adv Block
500 High 4 VB VB

A jumping knee kick. Very active and can be used for safe jumps. Not good as an air to air but decent on landing. Used in many combos due to Akatsuki having easy access to launch combos.

8B
Damage Guard Startup Adv Hit Adv Block
1000 High 1000 VB VB

Akatsuki raises his leg high and does a straight kick. Good air to air move, but mainly ends up getting used as combo fodder in the corner.

7/9B
Damage Guard Startup Adv Hit Adv Block
1000 High 6 VB VB

A flying downwards kick. Good landing aerial, and also has a cross up hitbox. Used in many combos.

8C
Damage Guard Startup Adv Hit Adv Block
1400 High 7 VB VB

Akatsuki does an aerial spin kick like 214A. Launches the opponent far away on hit and if close enough to the wall causes a wall splat. Good as an air to air and also used in many of Akatsuki's high damage corner combos.

7/9C
Damage Guard Startup Adv Hit Adv Block
1500 High 9 VB VB

Akatsuki does a jumping axe kick. Good landing aerial has it has a fairly big hitbox below himself, and is also his optimal combo starter. Can be used air to air too.

Command Normals

兜割リ - Kabuto Wari
6B
Damage Guard Startup Adv Hit Adv Block
1200 High 24 KD -4

Akatsuki raises his arm and does a chop at the opponent's head with an electric shock.

  • Akatsuki's grounded overhead, greatly assists his mixup game since it can be chained into from most of his normals.
  • Unlike previous games, it causes a ground bounce on hit. Makes it easier to combo off of, but the combos you get aren't quite as potent.
  • The moment the move is done there is an electric shock sound effect, which players can listen for if they know it's there.
  • It can be dangerous to use, as every character is capable of hitting him out of it during startup.
顎割リ - Agito Wari
6C
Damage Guard Startup Adv Hit Adv Block
1400, 800 in combo High/Low 10 KD -16

Akatsuki swiftly dashes forward with an electric upper cut that launches the opponent in the air.

  • The meat of Akatsuki's combos, can be chained into from most normals and regardless of screen position can lead to an air chain and more
  • It can be used as a situational anti-air or a long range punish, but since it is incredibly unsafe if blocked it's best used in combos
瓦割リ - Kawara Wari
j.2C
Damage Guard Startup Adv Hit Adv Block
1600 High 15 VB VB

Akatsuki charges energy in his fist, stalling in the air shortly, before diving straight down with a punch.

  • Kind of like a dive kick but with a punch and fully vertical
  • Can be used to bait anti-airs or reflectors when close enough
  • Can be chained into from any aerial besides either j.C
  • Except in very rare cases it will always be plus on hit or block, but not plus enough on hit to combo off

Special Moves

電光弾 - Denkoudan
236+A/B/C/D (Air OK!)
- - - - -

Akatsuki's fireball. While not being great especially with the reflector being a central mechanic of the game, it serves its purpose as a neutral tool among a few other situational uses. It has an aerial version too that goes at a ~45° angle, although it has more recovery, does less damage, and has a tiny bit more startup. The heavier the button the faster it moves, with the aerial versions having the same speed as their counterparts.

Version Damage Guard Startup Adv Hit Adv Block
A 1000 High/Low 10 VB -9
  • Moves at the slowest speed.
B 1100 High/Low 11 VB -5
  • Moves at 1.5x the speed of the A version
C 1200 High/Low 12 VB -9
  • Moves at 2x the speed of the A version
  • Knocks down on hit, making it easier to approach if it isn't blocked or reflected
EX 1000 x 4 High/Low 13 KD -1
  • Akatsuki fires 4 fireballs at the same speed as C that knock down
  • Can be easily reflected on reaction, which leaves you open to being punished
  • Can be used to end combos, but if done early enough one can cancel a 22 into it to make it safe on block
j.A 900 High/Low 11 VB VB
  • Fires at the slowest speed
  • 14F landing recovery
j.B 1000 High/Low 12 VB VB
  • Fires at 1.5x the speed of j.A
  • 15F landing recovery
j.C 1100 High/Low 13 VB VB
  • Fires at 2x the speed of j.A
  • 16F landing recovery
j.EX 600 x 4 High/Low 5 KD VB
  • Shoots 4 projectiles at the speed of j.C
  • Can't be used in neutral like grounded EX, but is also used for ending combos since 214 puts him in the air, although it does less damage.
  • Flies back really far from his initial position when used
  • Can also be used to make a late 22 safe, although it too can be reflected on reaction, and while not as easy for a lot of the cast to punish it due to the fly back some characters still can
徹甲脚 - Tekkoukyaku
214+A/B/C/D (Air OK!)
- - - - -

Akatsuki performs a series of jumping kicks while flying forwards. His signature move. All kicks will low crush. Aerial versions deal less damage.

Version Damage Guard Startup Adv Hit Adv Block
A 1000 High/Low 11 -4 -4
  • Akatsuki jumps forward with a single kick
  • Safe on block
  • Important part of his corner combos, can be used for juggle loops
B 800 x 2 High/Low 11 KD -12
  • Akatsuki does the first kick and ends a second launching kick
  • Launches the opponent high upwards, and in corner can be linked into 2A for some of his highest damaging combos
  • Only other use is for comboing into A+B+C in midscreen
C 800 x 3 High/Low, High 11 KD -11
  • Akatsuki does three kicks, adding an axe kick to the end that slams the opponent into the ground
  • Main meterless combo ender outside of corner
  • The third hit is an overhead, but unless the opponent doesn't know about it then it won't ever work as a mixup
  • Despite what UNI might make you think, throwing this out in neutral is not worth the reward. Every character can punish it on block with bonus counter hit damage and at best you do a small bit of damage for hitting it.
EX 1000 + 800 x 6 High/Low 13 KD -19

Akatsuki repeats the A animation 6 times before doing a final kick like the ender of B

  • Can be comboed into from most ground normals and does a lot of damage
  • Not good for using in a juggle, since the high number of hits tends to cause most of them to whiff or make the opponent fall to the ground before the move is finished
  • If done on a grounded opponent it can be comboed into 22A to add damage, which in turn can be canceled into another EX move
j.A 800 High/Low 8 VB VB
  • Same as grounded version but in the air
j.B 600 x 2 High/Low 8 KD VB
  • Same as grounded version but in the air
j.C 600 x 3 High/Low, High 8 KD VB
  • Same as grounded version but in the air
j.EX 800 + 600 x 6 High/Low, High 4 KD VB

Just like in the grounded version Akatsuki does 6 A kicks but instead ends it with an axe kick like in C

  • Can't be comboed off of like in the grounded version, but sometimes can be better for ending a combo due to it giving a better knockdown
  • Can be used to add more damage on a successful 22
人間迫砲 - Ningen Hakubou
22+A/B/C/D
- - - - -

Akatsuki shoots into the air with an electric punch. Akatsuki's invincible DP, and among the best invincible moves in the game. Also has use in some combos.

Version Damage Guard Startup Adv Hit Adv Block
A 1400 High/Low 3 KD -23
  • Akatsuki's fastest version
  • Best for using as a reversal, and has situational use for a few combos
  • Can be hard to punish if the opponent doesn't react fast enough
  • 2F invincibility
B 900 x 2 High/Low 4 KD -30
  • Second fastest, hits twice
  • Probably the least useful version, not as good a reversal as A but not as good for damage as C
  • 3F invincibility
C 800 + 900 x 2 High/Low 5 KD -37
  • Slowest, hits three times
  • Best version for damage but most unsafe
  • Used for some combos, particularly for ending corner combos and confirming into meter moves
  • 4F invincibility
EX 1000 x 6 High/Low 5 KD -49

Akatsuki flies up hitting 3 times before kicking the opponent several times, the final kick launching the opponent far away

  • If close enough to the corner, the move causes a wall splat, leading to some small damage extensions
  • Should only occasionally be used as a reversal, as it can be reflected upon reacting to the super flash and is incredibly punishable
  • 6F invincibility

Universal Mechanics

Throws

Forward Throw
4/5/6+A+B
Damage Guard Startup Adv Hit Adv Block
2000 N/A 5 KD N/A

Akatsuki grabs the opponent and shocks them until they get discharged by an electric blast. Can be teched upon landing. Average throw.

Air Throw
j.4/5/6+A+B
Damage Guard Startup Adv Hit Adv Block
2000 N/A 4 KD N/A

Akatsuki grabs the opponent and throws them straight down below himself. Can't be teched. Gives a fairly favorable knockdown, can't be used for OTG damage.

Reflectors

Standing Reflector
4/5/6+B+C/D
Damage Guard Startup Adv Hit Adv Block
800 High/Low 7 KD -2

Leads to an average combo from normally 5B, although on the rare occasion it's gotten in corner, it can lead to the 214A loop.

Crouching Reflector
1/2/3+B+C/D
Damage Guard Startup Adv Hit Adv Block
600 N/A 7 KD N/A

Leads to the same combos as the standing reflector.

Jumping Reflector
7/8/9+B+C/D
Damage Guard Startup Adv Hit Adv Block
700 N/A 6 KD N/A

Can lead to an extra high damaging combo with an aerial chain.

Dash Attack

66X
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 7 KD -10

Akatsuki leaps forward with a punch. Very active although doesn't have a great amount of range. Can consistently combo into it in corner for some combos, although not usually his best combo choice. Fairly average.

Super Moves

神風 - Kamikaze
A+B+C
Damage Guard Startup Adv Hit Adv Block
800 + 600 x 22 + 960 x 2 + 1100 High/Low 15 KD -10

Akatsuki rushes forward with a single punch, then goes into a barrage of punches and kicks that ends with a blast of energy, launches the opponent.

  • One of the highest damaging supers in the game, great for ending combos when using the correct routes
  • If blocked, hits on wall splat, or OTG, Akatsuki will only do 8 hits before stopping, makes it relatively safe
  • Unlike in ABK it can't be comboed off of regardless of screen position
  • Gives a hard knockdown, can lead to OTG damage
  • 5F invincibility, not viable to use as a reversal
桜花 - Ōka
A+B+D
Damage Guard Startup Adv Hit Adv Block
1900 x 5 High/Low 11 KD -34

Akatsuki rushes at the opponent with a punch, then punches through the opponent, switching sides and hitting 5 times.

  • One of the best Kanzen Shinsatsus, scales mildly better from having more hits than usual
  • If the first hit isn't reflected, then it can be difficult to punish due to Akatsuki ending far from the opponent and it can't be reflector punished due to the last 4 hits occurring in quick succession
  • Gives a hard knockdown, can lead to OTG damage
  • 12F invincible

General Strategy

Neutral

Combo Game

Offensive Pressure

Okizeme

Reversal Options

Overview

Other Resources

Combos

Midscreen Combos

5A > 5B > 5BB > 5C > 5CC

5A > 5B > 5BB > 236C

5A > 5B > 5BB > 214C

5A > 5B > 5BB > 6C > j.B > j.C

5A > 5B > 5BB > 6C > j.A > j.B > j.214C

5A > 5B > 5BB > 6C > j.A > j.B > 5B > 5BB > 214B

5A > 5B > 5BB > 6C > j.A > j.B > 5B > 5BB > 214C

5A > 5B > 5BB > 6C > 66X

6B > 22C

6B > 5B > 5BB > 214C

5A > 5B > 5BB > 6C > 22D

5A > 5B > 5BB > 214A > j.214D

5A > 5B > 5BB > 214A > 22D

5A > 5B > 5BB > 6C > j.A > j.B > j.214A > j.214D

5A > 5B > 5BB > 236B > 214D > 22A

6B > 5B > 5BB > 236C > 214D

6B > 22C > j.214D

6B > 5B > 5BB > 22D

5A > 5B > 5BB > 236B > 214D > 22A > Delay j.214D

5A > 5B > 5BB > 214B > A+B+C

5A > 5B > 5BB > 6C > j.A > j.B > 5B > 5BB > A+B+C

6B > 5B > 5BB > 236C > A+B+C

Near Corner Combos

5A > 5B > 5BB > 6C > 66X > j.A > j.B > j.C > 5B > 5BB > 22A

5A > 5B > 5BB > 6C > 66X > j.A > j.B > j.C > Close 5C > 214A > Close 5C > 22A

5A > 5B > 5BB > 6C > 66X > j.A > j.B > j.C > 22A > A+B+C

Corner Combos

5A > 5B > 5BB > 236C > 22C

5A > 5B > 5BB > 236C > 2A > 5B > 5BB > 214C

5A > 5B > 5BB > 236C > 2A > 5AA > 2A > 5B > 5BB > 214C

5A > 5B > 5BB > 214B > 2A > 5B > 5BB > Delay 22C

5A > 5B > 5BB > 214B > 2A > 5AA > 5A > 5B > 5BB > 22C

5A > 5B > 5BB > 214B > 2A > 5B > 2A > 5B > 5BB > 214C

5A > 5B > 5BB > 214B > 2A > 5B > 5BB > 214A > 2A > 5B > 5BB > 22C

5A > 5B > 5BB > 6C > j.A > j.B > 5A > 5A > 5B > 5BB > 22C

5A > 5B > 5BB > 6C > j.A > j.B > 5A > 5A > 5A > 5A > 5B > 5BB > 214C

5A > 5B > 5BB > 6C > j.A > Delay j.B > Close 5C > 214A > 2A > 5B > 5BB > 22C

5A > 5B > 5BB > 6C > 5A > j.A > j.B > Delay j.C > 2A > 2A > 2B > 2C

5A > 5B > 5BB > 6C > j.A > j.B > 5B > 5BB > 6B > j.2C > 2C

5A > 5B > 5BB > 6C > Vertical Jump > j.A > 8B > delay 8C > j.B > j.C > Close 5C > 214A > Close 5C > 22A

6B > 5A > 5A > 5A > 5A > 5B > 5BB > 214C

6B > Close 5B > 5BB > 236X > 22C

6B > Close 5B > 5BB > 236X > 2A > 5AA > 5BB > 22C

6B > Close 5C > 214A > 5A > 5B > 5BB > 214C

5A > 5B > 5BB > 236C > 22C > j.214D

5A > 5B > 5BB > 236C > 236D > 2A > 5AA > 5BB > 22C

5A > 5B > 5BB > 214A > 22D > 5B > 5BB > 22A


5A > 5B > 5BB > 6C > j.A > Delay j.B > Close 5C > 22A > 22D > Close 5C > 22A

5A > 5B > 5BB > 6C > j.A > Delay j.B > Close 5C > 22A > 22D > 5B > 5BB > 22A

5A > 5B > 5BB > 6C > j.A > j.B > 22D > 5B > 5BB > 22A

5A > 5B > 5BB > 6C > j.A > Delay j.B > Close 5C > 22A > 22D > 5B > 5BB > 22A

6B > 22C (Two Hits) > 22D > 5B > 5BB > 22A

6B > 22B (One Hit) > 236D > 5B > 5BB > 214C

5A > 5B > 5BB > 214A > 22D > 22C > j.236D

5A > 5B > 5BB > 6C > Vertical Jump > j.A > 8B > delay 8C > j.B > j.C > Close 5C > 236D > 236D

5A > 5B > 5BB > 214B > 2A > 5B > 214A > 2A > 5B > 5BB > 22C (Two Hits) > A+B+C (Highest)

5A > 5B > 5BB > 6C > j.A > j.B > Close 5C > 214A > 22C (Two Hits) > A+B+C

6B > Close 5C > 214A > 2A > 5AA > 5BB > 22C (Two Hits) > A+B+C

Frame Data


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"
N/A - not applicable
WB - wall bounce
WS - wall splat/stick
GB - ground bounce

                            |     Frames      |  Frame Advantage  |
                    Attack  | Total | Startup | On Hit | On Block | Notes
      Universal Mechanics  ---------------------------------------
                4/5/6+A+B   |  31   |    5    |   KD   |    N/A   |
              j.4/5/6+A+B   |  VB   |    4    |   KD   |    N/A   |
                  5+B+C/D   |  36   |    7    |   KD   |    -2    |
                  c.B+C/D   |  36   |    7    |   KD   |    N/A   |
                  j.B+C/D   |  VB   |    6    |   KD   |    N/A   |
                      66X   |  32   |    7    |   WS   |    -10   |
                  Normals  ---------------------------------------
                      5A    |  15   |    4    |   +0   |    +0    |
                      5AA   |  19   |    4    |   -4   |    -4    |
                      5AAA  |  19   |    4    |   -4   |    -4    |
                      5AAAA |  N/A  |    7    |   KD   |    -7    |
                 5B (close) |  24   |    5    |   -4   |    -6    |
                   5B (far) |  25   |    7    |   -3   |    -5    |
                      5BB   |  N/A  |    7    |   -4   |    -6    |
                      5BBB  |  N/A  |    5    |   -4   |    -8    |
                5C (close)  |  25   |    6    |   +0   |    -4    | 
                  5C (far)  |  31   |    8    |   KD   |    -8    |
                      5CC   |  N/A  |    17   |   KD   |    -12   |
                      c.A   |  15   |    4    |   +0   |    +0    |
                      c.AA  |  N/A  |    4    |   +0   |    +0    |
                      c.B   |  25   |    7    |   -3   |    -5    |
                      c.C   |  32   |    9    |   KD   |    -8    |
                      j.A   |  VB   |    4    |   VB   |    VB    |
                      8B    |  VB   |    5    |   VB   |    VB    |
                      7/9B  |  VB   |    6    |   VB   |    VB    |
                      8C    |  VB   |    7    |   WS   |    VB    |
                      7/9C  |  VB   |    9    |   VB   |    VB    |
          Command Normals  ---------------------------------------
                       6B   |  41   |    24   |   GB   |    -4    |
                       6C   |  39   |    10   |   KD   |    -16   |
                       j.2C |  VB   |    15   |   KD   |    VB    | 7F landing recovery
                 Specials  ---------------------------------------
                    236+A   |  45   |    10   |   VB   |    -9    |
                    236+B   |  46   |    11   |   VB   |    -5    |
                    236+C   |  47   |    12   |   KD   |    -9    |
                  j.236+A   |  VB   |    11   |   VB   |    VB    | 14F landing recovery
                  j.236+B   |  VB   |    12   |   VB   |    VB    | 15F landing recovery
                  j.236+C   |  VB   |    13   |   KD   |    VB    | 16F landing recovery
                    214+A   |  30   |    11   |   -4   |    -4    | 
                    214+B   |  49   |    11   |   KD   |    -12   | 
                    214+C   |  60   |    11   |   KD   |    -11   | 
                  j.214+A   |  VB   |    8    |   VB   |    VB    | 10F landing recovery
                  j.214+B   |  VB   |    8    |   KD   |    VB    | 10F landing recovery
                  j.214+C   |  VB   |    8    |   KD   |    VB    | 11F landing recovery
                     22+A   |  41   |    3    |   KD   |    -23   | 2F invincible
                     22+B   |  52   |    4    |   KD   |    -30   | 3F invincible
                     22+C   |  61   |    5    |   KD   |    -37   | 4F invincible
               EX, Supers  ---------------------------------------
                  236+D     |  42   |    13   |   KD   |    -1    | 4F invincible
                j.236+D     |  VB   |    5    |   KD   |    VB    | 3F invincible, 19F landing recovery
                  214+D     |  102  |    13   |   KD   |    -19   | 5F invincible
                j.214+D     |  VB   |    4    |   KD   |    VB    | 3F invincible, 15F landing recovery
                   22+D     |  75   |    5    |   WS   |    -49   | 6F invincible
         A+B+C (First Hit)  |  38   |    15   |   KD   |    -10   | 5F invincible
                  A+B+D     |  76   |    11   |   KD   |    -34   | 12F invincible

Trivia

Arcade Story

  • Opening
 In the year 20XX AD, in the Tibetan Tsangpo Canyon, there was a large-scale cave-in incident.
 There was only one man who appeared from below the rubble. His name was Akatsuki.
 Completely determined to fulfill his duty, he departs to a very dangerous place...


  • VS Generic
 There's no way I can lose, I'll keep fighting till my last breath.


  • VS EN-Eins
 He seems to be a clone (*1)... but how can he have such power without a Blitz Motor...


  • First Interaction
 Suddenly, piercing the South Pole's permafrost, the form of a huge structure appeared.
 Perfecti:
 You?... Quite the nerve to come poking here
 That which you seek is certainly here... though it won't go that easy.


  • Second Interaction
 Valkyria:
 You finally arrived here, so that means you hold a vessel worthy of God.
 Let me see if you are qualified to enter "Neuland", the New World.
 I am Valkyria, the one who brings death to the Old World.


  • Ending
 Akatsuki:
 Antarctica... the pre-historic civilization here... was the source of the Blitz technology.
 All this will be over if I destroy it.
 Akatsuki vanished somewhere as the bursting magma rose turning the sky red.


  • Translation Notes
  • (*1) Akatsuki (along with Fritz, Murakumo and Dà Wèi) uses 複製體 (fukuseitai) throughout the series to refer to the clones produced by Gesellschaft (e.g. Murakumo clones, and Elektrosoldats). This term doesn't have a direct translation: (1) 複製 (fukusei) reproduction; duplication; reprinting (2) 體 the body; substance; object; reality. The common term for clone in Japanese is クローン which is what Adler, Elektrosoldat, Perfecti and Valkyria use. It seems to imply that the Japanese in this setting didn't get to use a loanword for the term for some reason. The same is true for Chinese which uses an equivalent loanword for the term (克隆 kè​lóng). Also as a curious note there is a DNA replicating machine called Replisome [1] which is translated to Chinese using this exact word (read as fù​zhìtǐ [2]).


General
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