Under Night In-Birth/UNI2/Akatsuki/Matchups

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Matchups

Table of Contents
Uni akatsuki icon.png Uni byakuya icon.png Uni carmine icon.png Uni chaos icon.png
Uni eltnum icon.png Uni enkidu icon.png Uni gordeau icon.png Uni hilda icon.png
Uni hyde icon.png Uni kaguya icon.png Uni kuon icon.png Uni linne icon.png
Uni londrekia icon.png Uni merkava icon.png Uni mika icon.png Uni nanase icon.png
Uni orie icon.png Uni phonon icon.png Uni seth icon.png Uni tsurugi icon.png
Uni vatista icon.png Uni wagner icon.png Uni waldstein icon.png Uni yuzuriha icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.
Hyde
Linne

  • Linne's hurtbox can make some combos drop unexpectedly. Be sure to practice against Linne to ensure your routes work as some may require delays or variations.
  • Notable examples that may need review are j.bca in the corner, or any combos involving fireball juggles.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Waldstein

Against Wald, it is a battle of control. Wald wants to maintain a spacing further than Akatsuki's buttons to make it difficult for him to approach until he can capitalise on hesitation and defensive gameplay with his threat of command grabs. Inversely, Akatsuki wants to be close range to take advantage of his relatively faster frame data and options to ensure Wald struggles on defence.

  • A patient playstyle is also viable as Wald has poor movement options, generally limited to a very short dash or jumping/assaulting, leaving him vulnerable to anti-airs. When airborne, he can influence his air movement slightly with j.2C to catch opponents off guard.
  • Maintaining vorpal control is incredibly strong for both players. With CS, Wald can use his 236A as a fast and large approach tool while Akatsuki is able to use it with 214B to force his turn
  • Waldstein's fastest normals are 8 and 9 frames (5/2A and 1A respectively). This makes a properly spaced B Tatsu unpunishable by Waldstein, even when he shields the last hit. His A normals are too slow, 360A is too short, 360B can be teched and 360C/IW can be jumped.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Carmine

  • Carmine lacks good buttons for rebeats both as and post-rebeat. If in range, be ready to challenge him with a fast button such as f.5B
  • Parrying 22x can lead to a 6C/66C punish. Shielding will make him -1. Be sure to not let him get away with it as its a good pressure reset for Carmine.
  • Akatsuki can parry Carmine's 6B/j.6B as a projectile, giving Akatsuki GRD while his foe loses health, discouraging Carmine from using it as a zoning tool.
  • Once Akatsuki gets in, he can safely pressure using 236A>66C loop, as Carmines dash is slow. Requiring him to take risky shields to try and push Akatsuki out and gain GRD
    • If Carmine is able to get Vorpal, he is able to do FF>CS as it hits on frame 7 and travels a long distance. This allows him to clip the startup of 236A.
  • Carmine lacks a reversal that beats airborne opponents outside of IW and VO, so you can meaty Carmine with 214B relatively safely. Should they use either VO or IW, you can CS to either block the VO, or cause the IW to whiff
    • Alternatively, Akatsuki can do 22A (or 22B) on super flash to beat all non-IW reversals. In the corner, this can net a combo against 63214C and 214C and still beat out 623C before it becomes active.
  • Because of Akatsuki's hurtbox, he is able to avoid rising j.A fuzzy. Carmine has to assault j.A to hit Akatsuki quickly, giving Akatsuki more time to react and block.
  • Carmine 5BB is -5 on block, and cancelling into anything besides 214A(-2) and 623B(-10 without puddle, -5 with puddle) allows Akatsuki to 22B for a punish.
    • If 5BB is shielded, Akatsuki can reversal between 214A and 5BB.
  • Carmine j.FF is only +1 unless lower to the ground, allowing to Akatsuki to 22B if Carmine is higher up, or 22A 236C is Carmine is lower to the ground.
    • Carmine can assault j.FF, which is still +1, but allows him to dodge 22X with j.236X. Watch out for certain spaces where Carmine does j.FF to know if it's possible to DP or not.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Orie
Gordeau

A matchup where Gordeau tries to control neutral to set the pace and keep Akatsuki out. His slower/shorter buttons means he has a rough time escaping Akatsuki's pressure.

  • Gordeau has good counter-pokes with 4B and 2B, as these occupy similar ranges to Akatsuki's f.5B/2B. Be wary of Gordeau's hurtbox retractions when using these at max range.
  • Gordeau has limited far buttons. Only 5C, 236x, 623x, FF and 3[C]. It is fairly safe to buffer dashblock at long range. Be aware of being caught out by his slide.
  • Fireballs used at long range can be used as a wall to approach Gordeau as he lacks good ways to invalidate them. His lack of large jump normals make navigating around them a hard task as well. Be wary of using fireballs within Mortal Slide/FF range.
  • Exercise caution when using fireballs up close to pressure Gordeau, as he can easily punish them on reaction with FF, more-so if he has Vorpal as the move's startup decreases, while both range and size are significantly increased.
  • Know the difference between 623A/623B. Akatsuki has a guaranteed 6C punish on 623B and will interrupt 623B~6x. 623A~6x has a 3f gap (6f on shield) and 6x is punishable by 6C. Buffer dashblock as caution or Shield > 5A for a safe punish.
  • Gordeau lacks a reliable quick anti-air. 2C's initial hitbox is short and it's head invul frames are late, so he's forced to commit to 623x or 214B. Neither lead to great reward on hit. Judicious use of j.6C/6[C] to abuse + frames can put him on edge.
  • Conversely, be wary as Gordeau's 2C is a fast, moderately far button. He'll often use this proactively to stop approaches behind a wall. Frame trapping or whiff punishing it can dissuade him from using this.
  • Know the difference between 623C and 214C, as they are punished by blocking > 6C and j.2C respectively.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Merkava
Vatista
Seth

While Seth has total control of neutral with his air mobility and orb pressure, making him capable of quickly steamrolling his way into a victory, Akatsuki's high damage can quickly turn the game around, ripping through Seth's low health.

  • Seth's 5B and 2B provide him with quick abare tools to stop Akatsuki from resetting pressure. In CLR however, the active frames of both of these moves have been reduced, making it easier to whiff punish them and discouraging Seth from abusing them.
  • Since Akatsuki's dp is a 22X motion, it can be used as a reversal against Seth's ambiguous crossup options (close 66C into 623X or 214X~A, 214X~B side switch, 214C at various distances). However, he can bait this leading into a High Counter punish.
  • Seth's j.214A has no dive property in CLR, allowing you to anti air it with 22A, 22B and f.5C into a punish if flowcharted.
  • Seth has no meterless reversal to use during Akatsuki's pressure. 623C and 214C can be punished by blocking > 6C and j.2C respectively.
  • It's possible to use j.A to destroy orbs and then take advantage of its low recovery with another air option (e.g double jump, j.2C, 214B...) to remain unpredictable enough that Seth may have difficulty contesting
  • Katatobi's anti-seth countermeasures document. UNIST but still relevant, it covers some situations and answers to Seth's tools

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Yuzuriha

With large hitboxes and an absurd amount of mobility, Yuzuriha is one of Akatsuki's toughest matchups. Akatsuki needs to take advantage of any opportunity and prioritise control to maintain momentum and keep her from slipping out of his reach.

  • When midscreen, Consider going for enders such as j.C and AT to avoid Yuzuriha teching out of Akatsuki's effective range and losing momentum
  • 4B will no longer vacuum an in-range opponent when catching a Projectile. Instead she will gain invulnerability for the remainder of 4B and the ability to special cancel. She will lose the invulnerability if she special cancels. Pressuring her with a button can prevent or punish her from special cancelling.
  • While Yuzuriha has both a 5f 2A and 5A, they lack range and her next fastest button is 2B at 9f. Establishing a range where can't poke out can put her at a heavy disadvantage, especially with enough lows to dissuade her from using 4B.
  • Yuzuriha's metered reversal can always be punished on block with 5A. It will also whiff when Akatsuki is crouching close to Yuzuriha. Punish with 6C

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Hilda

Overall a fairly momentum heavy matchup. Due to Hilda's design, Akatsuki's forced to play at Hilda's pace and is subject to a lot more risks. However, once he corners her, Hilda struggles at dealing with Akatsuki's offence.

  • Patience is king in this matchup. Take advantage of Akatsuki's far step-dash to approach safely as any slip-up can lead into being reset to full screen and/or forced to block an unfavorable mix-up situation.
  • Hilda lacks a reversal without 200 meter and will instead rely on universal defensive options against Akatsuki (e.g Shielding / VO). Knowing how to play around these is key. Practice Hitstop OS (e.g 1A~4B) to bait out VO.
  • A lot of Hilda's normals are classified as strikes but do not extend her hurtbox far. It's quite often possible to parry and whiff the follow-up attack
  • Only Pin([x]), Skewer (236x), Gloom (214x) and 22x are considered projectiles. 623x is an object but parrying it will not cause a follow-up. Be careful with usage of 214C/j.214C.
  • Almost all of Hilda's specials are negative on block and lack cancel options. Be sure to know the window to safely buffer dashblock after blocking them. 623B and 214x are the exception.

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Chaos

  • All of Azhi's attacks are considered objects or projectiles. This means that parry will not perform a counter-attack.
  • Chaos is unable to reverse-beat Azhi attacks on a successful parry without vorpal. Take advantage of this by using Parry-OS to punish close summons with a normal or punish Azhi.
  • Lacks reversals without 200 meter. Roll is not a reversal. Punish roll on reaction with f.5B/6C

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Nanase
Byakuya
Phonon

  • Akatsuki's prime position in the matchup is to be within his B normal ranges (5B/2B). Using normals with good frame data such as 5B (fast and large range) or 2B (0 on block) while staying out of the reach of Phonon's 5A/2A can give her a hard time in escaping pressure. At similar ranges, Phonon will also struggle dealing with fireball pressure and will be forced to block it.
  • When defending against phonon, be aware of her ability to easily corner steal to create backwards space for herself.
  • If phonon uses 6FF~B, you can green shield the second hit, then high parry the followup. If done correctly, you will either parry the B followup, or block the rest as its gapless.
  • 66C is a good check against 4B 2Aw > buttons as Phonon is negative and 66C has good distance coverage.
  • Against Phonon's 22x/j.22x/j.236x be sure to use the strengths of both Parry and Shield.
    • Parry will provide a lower amount of blockstun compared to shielding and lock phonon out of her cancels from 22x/j.22x. Depending on the spacing from Phonon, this may also open up alternative punish routes
    • Shielding will allow Akatsuki to play the GRD war.
    • It is possible to use Akatsuki's fireballs to neutralise Phonon's fireballs however if Phonon wants to commit to a fireball war, jumping can put her at a disadvantage (if she doesn't have meter)

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Mika
Wagner

Wagner wants to quickly escape Akatsuki pressure with a variety of tools that she has available, and run her pressure game using large staggers, very good rebeats, metered plus frames, and an overall scary strike throw.

  • Wagner has many fast and strong pokes, allowing her to poke at a farther range than Akatsuki is able to challenge with his own normals
    • While she does have very strong buttons, she has to be more committal with her air coverage as certain normals are more committal if she wants to cover people jumping
  • Wagner FF is able to delete Akatsuki fireball, and allows her to cancel the move into any special. This allows her to punish fireball pressure, and fireball in neutral if the Akatsuki isn't prepared with meter or is spaced too close.
    • Alternatively, if Wagner is not in range for a punish she can instead opt for going for a buff, allowing her to get a large advantage in the Match Up
  • In fireball pressure, Akatsuki should switch between using 236a and 236b to keep the fireball timing ambiguous so Wagner can't FF 214x to escape
    • On top of that, voiding out the fireball entirely to redash back in wouldn't be a bad idea to get a better punish on Wagners that predict the fierball coming
  • At certain spaces, Akatsuki is able to run fireball pressure without having to worry about FF 214x, as he is able to recover in time before the 214x connects
    • This can also allow him to FF after, getting a punish
  • If Akatsuki is able to react, generally you should be able to FF the Wagner 214x as it has a good amount of startup, and makes sure that the Wagner is not able to freely get back in with plus frames should they have buff or spaced it correctly
    • Generally around tip 5C range is where Wagner wants to reset her pressure with 214x so she can get plus frames
  • Wagner 214C is Projectile invuln, so if she is close enough and Akatuski has no resources to defend against it, she can freely take her turn back and even get a punish
    • Should Akatsuki have meter, he can 22C afterwards to beat the 214C
  • If Wagner does 236x midscreen with sword buff, you can buffer DP to punish the follow up
    • Should wagner do the normal jc instead of j[c], Akatsuki can still block in time to not get hit
  • Wagner 6C does count as airborne, so it is possible to air throw it, though it can be difficult to time
  • Wagner Shield Buffed 214x gives Guard point, and if Akatsuki ever hits the Wagner during it, you can cancel the normal into a DP to escape/win the scenario
    • If close enough, can also cancel the normal into throw
  • Should a Wagner do 623a and its blocked, she can cancel it into j236c to stay safe or get her turn back. On the Superflash of j236c, Akatsuki can backdash to get a true punish as Wagner is ~-22

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Enkidu
Londrekia

  • 4C can be punished by a buffered IW, beating 80% of his options. His only escape is 214A>CS, 214[B], and using his own IW. High risk punish.

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Tsurugi
Kaguya
Kuon
Eltnum

  • Many of Eltnum's normals have a low hitbox. This can make it hard for her to deal with airborne attacks such as 214B. However, she can easily shoot Akatsuki out of the sky.
  • Assault j.B/j.6C/j.6[C] at Eltnum's max 2C range is a good option to close the gap against her, as her other moves are too slow or too short to challenge it. However if done too obvious, she can challenge this option with 3C or an early read 236X.
  • 236[X] can be parried at close range for a guaranteed punish with 6C/66C. 214C can be used at far range to pass through through her projectiles (236X and 236[X]) as she has considerable recovery.

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Akatsuki


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