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
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...
There's no way I can lose, I'll keep fighting till my last breath.
He seems to be a clone (*1)... but how can he have such power without a Blitz Motor...
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.
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.
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.
- (*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 kèlóng). 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 fùzhìtǐ [2]).
General
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Characters
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Mechanics
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