“
|
He hides. To carry out the mission assigned to him, and for the love of country. He was
considered dead, and over half a century later, resurfaces. Surrounded by devices unfamiliar,
he fights to protect himself. How he wandered into this night is a mystery. I hope you may
forgive the lack of details... he is only a guest.
|
”
|
Story
A mysterious man who suddenly appeared in modern day. He was tasked with an important mission, and seeks to see it through unbeknownst to many. Awakened from his deep sleep, the landscape spread before him was, shall we say, foreign. In a world he had no clue how to navigate, he continues to fight, protecting the secret weapon bound to his body. His armament of lightning has it all, projectiles, anti-airs, lunging attacks. My goodness, he almost sounds like the main character. What could he actually be...?
“
|
EX...S...? I fear the power of this device is classified.
I cannot disclose that information.
|
”
|
Gameplay
Akatsuki is the closest to the 'shoto' archetype in the game. Although he shares a similar moveset on paper, in practice the systems and character designs of Under-Night force him to play much differently. With a lack of effective longer-range options, mostly short range buttons and very favourable frame data, Akatsuki functions best as a close range brawler, using his close-range options to overwhelm players into making incorrect decisions and capitalizing on weaknesses for high damage.
Strengths |
Weaknesses
|
- Mid-to-Close Range Menace: Strong close ranged buttons with great frame data for offense or defense. Has various ways to keep himself even or plus on block at mid range and closer.
- Corner Master: Some of the highest meterless damage of the cast when in the corner. Combined with his incredibly solid frame data, mix-up and long cancel windows, it makes for a very oppresive force once Akatsuki has his opponent against the wall.
- Step-Dash: Although he has a step-dash, the minimum distance travelled allows him to move a significant distance safely if not interrupted.
- Great Backdash: One of the best back dashes in the game (tied with Hyde and Gordeau).
- Great Call-Outs and Defensive Tool-Kit: 22X Uppercut reversal that is difficult to cross up, B version has full invul. His Reflectors are frame-1 parries with good reward.
|
- Fish Out of Water: Only has access to close range buttons, forcing him to respect the opponents options and pace until he can get into his effective range. This is due to him lacking safe long range options in contrast to the rest of the cast. Akatsuki ends up feeling like he has to approach the game differently from everyone else; and not to his benefit a lot of the time.
- Step-Dash: Due to his unique dash, Akatsuki struggles to chase after overly evasive opponents.
- Poor Midscreen Reward: Has some midscreen combos that can be back teched, forcing him to chase down characters again.
- Very Comittal Anti Airs: Lacks easy anti-air/assault option select buttons (ala Gordeau 2C, Hyde 3C).
|
Character Stats
Health
|
Smart Steer Route
|
10800
|
5A 5AA 5B 5C 2C 6C 214B j236C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
1000
|
-800
|
4
|
40
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
5
|
3000
|
0 52400 distance
|
3000
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
5
|
22
|
-34500
|
1~8 Full 9~10 Throw
|
Throw Width (pixels)
|
Throw Range (pixels)
|
200
|
100
|
Unique Trait
|
- Force Function 'Reflector' - Functions as a parry. Can counter strikes and invalidate projectiles.
- Can be done standing, crouching and jumping.
- Can double jump with 7/8/9 inputs after jumping.
- Can perform an air throw, which can lead into a high damage combo or finish them into a hard knockdown.
|
Vorpal Trait
|
- Force Function (Parry) has less scaling and increased catch frames.
|
Frame Data Help
|
Header
|
Tooltip
|
Damage
|
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
|
Guard
|
The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
|
Cancel
|
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
|
Property
|
Special properties this move has. Click on the property to navigate to an explanation.
|
Cost
|
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
|
Attribute
|
Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
|
Startup
|
Frame when the first hitbox is present. + denotes the frames before and after super flash.
|
Active
|
The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
|
Recovery
|
Frames that this move has after the active frames if not canceled.
|
Overall
|
Frames that this move takes from start to finish before the character returns to neutral.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
|
Invul
|
The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
|
Normal Moves
Standing Normals
5A
5A 5A 5AA 5AA
|
5A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
190
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
18
|
-1
|
-
|
Quick alternating punches.
- Good horizontal and vertical reach for a 5F 5A.
- Can be good with throw OS with 4A~D.
- To repeat without cancelling into 5AA automatically, use the input 8A on block.
- If cancelled into itself, it will use an alternating punch animation similar to 5AA but without the forward movement. The frame data is different as well.
- Is a better starter than 2A, coupled with its longer reach. Use this if a 5F punish is needed.
|
5AA
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
190
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
4
|
15
|
25
|
-6
|
-
|
Follow-up to 5A, sharing the same animation.
- Can only be used from 5A.
- Moves Akatsuki forward slightly and can put Akatsuki into close range to use some of his proximity normals for good frame advantage.
- Great for stagger frame traps to and from.
- Can be cancelled into Throw. Coupled with its forward movement, this is a great way to TRM or throw green shields
- Shares animation sequence with 5A. i.e will alternate animations based on which 5A animation it was cancelled from
|
|
f.5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
3
|
16
|
25
|
-3
|
-
|
Akatsuki raises his leg to kick the opponent at a distance.
- Moves Akatsuki forward slightly.
- One of Akatsuki's longest poke button.
- Great for when speed and range is needed.
- Can OTG at close range, with fairly significant air untechable time.
- Can't be used if c.5B has already been used in a string unless directly cancelling from c.5B.
|
|
c.5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
4
|
12
|
22
|
0
|
-
|
A quick hook upwards
- Proximity normal
- Can cancel into f.5B by pressing 5B again.
- Great for frame traps as it's neutral on block and has little pushback, still keeping him in effective range.
- Has decent use in anti-assault throw OS (4B~AD).
- Can be used again with the help of Smart Steer: c.B>(optional stagger)5AAA
|
|
f.5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
690
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
4
|
21
|
34
|
-7
|
7-13 Head
|
Akatsuki steps forward and performs a roundhouse kick.
- Moves Akatsuki forward slightly.
- Significant pushback on block.
- One of Akatsuki's dedicated anti-air normals.
- Has good range and can also be used a poke but can be low profiled at near range by crouching opponents.
- Cannot be used in a string if c.5C has been used.
|
|
c.5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
5
|
12
|
25
|
+1
|
-
|
Akatsuki raises his knee and hits the opponent.
- Proximity normal.
- Good frame trap button, Long untechable time on counter hit and +1 on block.
- Has significant pushback on block/shield, use with caution as it can easily push Akatsuki out of his effective ranges.
- Hitbox is deceptively large and can be used as an anti-air OS against assaults (4C~AD), however it lacks invulnerability and relies on its startup to work effectively.
- Does not cancel into f.5C and cannot be used in a string if f.5C has been used.
|
|
Crouching Normals
2A
2A 2A 2AA 2AA
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
18
|
-1
|
-
|
A series of alternating punches to the shins.
- Great for staggers as it has a good stagger window and hits low.
- 2A and 2AA are identical, there is only an animation difference between the two and can be repeatedly cancelled into eachother.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
5
|
11
|
23
|
0
|
-
|
Akatsuki reaches low and forward with his foot to strike the opponent.
- Great all-round button
- Good for frame traps and pressure as it's neutral on block.
- Great as a poke as it extends a low hitbox from Akatsuki without moving and has fast recovery on whiff, however its range may limit its use when challenging some characters.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
680
|
Low
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
5
|
19
|
34
|
-6
|
-
|
Akatsuki crouches down and performs a sweep, knocking an opponent on hit.
- Akatsuki moves forward slightly before the attack.
- Has a reelback animation after the active frames, moving Akatsuki backwards. Late-cancelling 2C can leave Akatsuki slightly further away than cancelling as soon as possible.
- Has one of the better ranges for Akatsuki pokes.
- Lowers akatsuki's hurtbox during the attack, enabling it to reach underneath many horizontal pokes.
- Great reward on hit and can still be comboed from when rebeating into 2A.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
150
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
7
|
6
|
19
|
Varies
|
-
|
Akatsuki raises his knee for a quick hit.
- Quick air to air.
- Low recovery allows him to perform a 2nd action in the air when done rising.
- When done rising, alters Akatsuki's air momentum slightly, allowing him to land faster than otherwise.
- Has a reasonably good horizontal hitbox and good untechable time.
- Won't hit crouching opponents from assault.
|
|
j.7/9B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
6
|
15
|
30
|
Varies
|
-
|
Akatsuki sticks his leg out to kick the opponent.
- Decent jump-in attack as it has relatively good reach but lacks blockstun.
- Has a cross-up hitbox but won't ever hit crossup due to system protections.
- From assault, on block, it can be anywhere between -3 to +2 depending on when the opponent blocks. It will hit standing opponents earlier.
- Its well-angled hitbox and long active frames can also allow it to be used defensively (e.g jump back j.B).
- As it has a diagonal hitbox, this attack can whiff from assault at certain spacings when the opponent is too close (e.g from an assault at point blank range)
- With the right spacing, this can hit a crouching Waldstein while rising
|
|
j.8B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
456
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
19
|
28
|
Varies
|
-
|
An upwards kick, unfortunately unlike in other attacks which share this animation, this does not launch the opponent higher.
- Can only be done from neutral jump.
- Decent combo filler and has use in some safe-jump setups but otherwise rarely seen as Akatsuki has limited combo options when confirming outside of corner.
|
|
j.7/9C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
High, Air Shield
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
15
|
30
|
Varies
|
-
|
Akatsuki gives the opponent a hammer fist.
- Good for assaults as it has a faster startup than j.6C.
- Can be good for jump-ins/assaults as it raises Akatsuki's hurtbox when performing the attack which may make non-anti-air buttons whiff beneath him.
- From assault, 5B can combo, 5A can be used as a confirm to jail an opponent that does not shield j.C into a solid blockstring
|
|
j.8C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
High, Air Shield
|
N, SP, EX, CS
|
Wall Bounce
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
14
|
26
|
Varies
|
-
|
A horizontal air kick that wall bounces the opponent on hit.
- Hitbox also reaches slightly beneath Akatsuki's leg and can deceptively hit grounded opponents.
- Has use when challenging airborne opponents in neutral as it has a large horizontal hitbox and the reward on counter-hit is significant.
- Easily comboable on counter-hit.
- Has use in some safe-jump setups.
|
|
Command Normals
6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
High
|
EX, CS [whiff OK]
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
2
|
22
|
48
|
-6
|
-
|
Akatsuki hammer fists the opponent into the ground.
- Range is quite far relative to other Akatsuki normals and can be confirmed into a combo with relative ease at a distance.
- Although it is the fastest overhead in the game frame-data wise, it is one of the most telegraphed and generally easy to block. Use with caution as it can be punished on shield without cancelling.
- Great combo filler as it's key to many of Akatsuki's high damage combos.
- Can be CS'd on whiff and has niche use in safe meaty setups.
|
|
6C
|
6C Launch
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1210
|
Mid
|
CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
29
|
41
|
-16
|
7-12 Head
|
Uppercut. 10f startup. 4K reward.
- High risk, high reward anti-air/frame trap.
- This version will only occur as a combo starter or against standing opponents mid combo.
- Best starter, used for guaranteed punishes (i.e blocked DPs).
- Moves Akatsuki forward and low to the ground before the attack. This can cause him to go underneath aerial opponents and whiff. Use with caution.
- When performed mid-combo, adds significant hitstun scaling.
|
6C Juggle
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid
|
SP [hit only], EX [hit only], CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
29
|
41
|
-16
|
7-12 Head
|
This version will only occur against opponents airborne opponents mid combo.
- Launches the opponent slightly on hit.
- Great combo filler.
|
|
j.6C
|
j.6C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
High, Air Shield
|
SP, EX, CS
|
Tumble on grounded hit, Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
4
|
4 on landing
|
Varies
|
Varies
|
-
|
Axe kick with a large hitbox.
- Good jump-in button as it has a relatively large hitbox but is focused slightly infront of Akatsuki. This can sometimes cause j.6C to whiff against opponents too close or moving forward.
- Has significant blockstun. +10 on normal block from assault and -1 on shield from assault.
- Causes tumble on grounded hit and can be easily confirmed from. Air opponents will be able to tech upon touching the ground.
- Can also be used defensively (e.g neutral jump falling j.6C) as its large hitbox can present a 'wall' for the opponent to deal with.
- Alters Akatsuki's air momentum when performed rising, causing him to land earlier
|
j.6[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
680
|
High, Air Shield
|
SP, EX, CS
|
Tumble on grounded hit, Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
4
|
4 on landing
|
Varies
|
Varies
|
-
|
Axe kick but shinier.
- Has a larger hitbox than j.6C and similarily alters Akatsuki's air momentum when performed rising.
- When performed rising, this can hit all characters besides Mika and Wald crouching as a high attack. Gord and Enkidu can be hit rising in some spaces
- Significant hitstun and causes untechable knockdown on air hit.
- Can be easily confirmed from air hits or used as combo filler after the knockdown.
- +2~+3 while performed rising on block, but -7 when shielded while rising
- +13 on block from assault and +2 on shield from assault.
- Knockdown effect launches them for a brief second, allowing you to do j.6[C] 66C(Not that practical)
|
|
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
Mid, Air Shield
|
SP, EX, CS
|
Knockdown
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
Until landing + 1
|
13 on landing
|
Varies
|
-2~+1
|
17-Landing Foot
|
Akatsuki pauses in mid-air before diving directly down towards the ground with an expolosive punch.
- Pauses air movement and moves Akatsuki's hurtbox upwards on startup. Freezes him slightly in mid-air before falling.
- Frame advantage based on opponent state upon contact. -2 on standing, -1 on crouching and +1 on Shockwave (If the falling strike whiffs).
- Hitbox for the landing shockwave is very small compared to the dive punch and unlikely to be used reliably.
- Great for anti-air baiting or as a hard call-out to throws with significant reward.
- Has use in many corner combos and leads to high damage.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
Mid
|
SP, EX, CS
|
Tumble on Counter
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
12
|
23
|
-2
|
-
|
A dashing knee attack, sharing animations with cl.5C.
- Its short overall frames and animation sharing with cl.5C can make this attack visually ambigious off frame trap and 66B whiff situations.
- The key difference to recognize between 66B and cl.5C is the pushback on block and the lingering 'after images' unique to all dash attacks.
- Great stagger window and counter-hit reward can give it good use for frame traps, however only being able to be cancellable into special can limit its use against attentive opponents.
- Can be used as a frame-kill while moving forward, as compared to dashing, it does not lower Akatsuki's collision box. This can cause some air techs (i.e off 214B ender) to not be able to tech over Akatsuki.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
Mid
|
SP, EX, CS
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
18
|
32
|
-4
|
-
|
Akatsuki performs a horizontal roundhouse while sliding across the ground.
- One of Akatsuki's best pokes. Has the longest range but limited cancel windows keeps his options linear.
- Has a large stagger window and significant pushback on block. This can easily set him up for spaced 236A fireballs that are + on block.
- High reward on counter-hit or normal hit in corner.
|
|
Universal Mechanics
Force Function
Standing Parry Standing Parry
|
5B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
1 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
13 / 14 (Vorpal)
|
-
|
36
|
-
|
During Active catches Mid, High
|
2B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
-
|
-
|
-
|
1 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
13 / 14 (Vorpal)
|
-
|
36
|
-
|
During Active catches Low, Mid
|
j.B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
-
|
-
|
-
|
1 GRD
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
13 / 14 (Vorpal)
|
Until Landing + 12
|
36
|
-
|
During Active catches Air Shield
|
Akatsuki raises his arms for a shield. This will catch any attack blockable in his current state.
- Upon successful catch against any non-object strike, Akatsuki will automatically relatiate with a counter attack.
- Upon activating against a Projectile or object, Akatsuki will be put in hitstop for 16F to ~30F and absorb 1 hit from the projectile.
- He is Strike invulnerable for this period.
- From 16F onwards, he is able to cancel into any action or movement. Upon cancelling, he will immediately lose invulnerability.
- During the catch frames or hit-stop he is still vulnerable, and can be thrown even after successfully parrying.
- Using air parry to avoid multi-hit projecitles in the air is a double edged-sword. Because these characters lack air throws, parrying them in the air can render him invulnerable for the duration of the parry and extended hitstop, however he lacks invulnerability when falling and can be easily anti-aired.
- If performed low to the ground, Air parry's landing frames will have any remaining catch frames carried on, becoming a stand parry and being able to catch air unblockable attacks.
- Objects are functionally projectiles without projectile properties
- Examples of objects include Vatista 2C, Azhi specials and Hilda 623x
|
|
Crouching Counter Crouching Counter
|
5B+C
2B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid
|
SP [hit only], EX [hit only], CS [hit only]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
4
|
20
|
29
|
-6
|
1-29 Strike
|
j.B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
Mid, Air Shield
|
SP [hit only], EX [hit only], CS [hit only]
|
Launch
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
4
|
20
|
29
|
Varies
|
1-23 Strike
|
Punch! Akatsuki's counter when successfully using B+C against any non-object Strike property attacks
- Only has a hitbox centered in front of Akatsuki and can whiff against attacks that cross-up or are too far away.
- Crouching strike keeps Akatsuki in his place, while the standing and jumping versions move him forward slightly. This allows for exclusive combos depending on how close Akatsuki is from the opponent.
- Upon triggering the counter with a Strike property attack, the opponent will be put into a freeze state and can only cancel into options available on whiff (e.g All characters can cancel into CS after triggering with a special, Eltnum w/ Vorpal can cancel from 5A into Backdash/Special).
- Has startup after the parry, thus in certain situations it can be safe-jumped.
- Due to the above, it is possible to punish the parry on block or upon triggering the parry by CS-cancelling on trigger and throw punishing before the attack starts up, as the strike has no throw invulnerability.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1632
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+18
|
-
|
Akatsuki grabs the opponent, shocking them with electricity before they're blasted away.
- Launches the opponent 1 dash distance away from Akatsuki.
- Akatsuki may have to commit to multiple dashes to deal with backwards tech options.
|
|
Air Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1100
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
3
|
1
|
22 [11 on landing]
|
26
|
+52
|
-
|
Akatsuki grabs an airborne opponent before launching them towards the ground.
- Effectively 7f startup (4f jump + 3f throw) when performed from the ground.
- Can combo after when performed as a starter. Will immediately end the combo when performed mid-combo.
- Frame advantage is based upon the lowest possible air throw. Higher air throw will have less frame advantage. It is not affected by scaling.
- By performing the input as j.4A+D, Akatsuki can side swap with the opponent. This is key to maintaining positioning and momentum in many matchups.
- Will naturally throw OS due to sharing the input with throw.
- Not recommended as a general go-to OS as it has significant recovery on whiff, allowing the opponent to easily whiff punish.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
|
|
Special Moves
236X
|
236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
925
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
Varies
|
-
|
44
|
-6 ob/+33 on hit
|
-
|
Akatsuki fires a lightning ball from his hands that travels slowly across the screen.
- Hitbox is approximately the lower half of the fireball and easy to assault over.
- Its slow speed and launch on hit allows it to be easily confirmed into a combo at spacings further than close range.
- It also allows this to be used as a strong pressure tool, easily being neutral or positive on block at Akatsuki's max ranges of his normals.
- However, that's a double-edged sword as it becomes easily able to be shielded, negating the frame advantage and feeding GRD to the opponent as well as pushing Akatsuki back further, possibly outside of his effective range.
|
236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
925
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
Varies
|
-
|
46
|
-6 ob/+31 on hit
|
-
|
Akatsuki fires a lightning ball from his hands that travels quickly across the screen.
- Significantly faster compared to 236A.
- Unlike 236A, its speed makes it harder to obtain frame advantage but has more use in frame traps while maintaining spacing.
- Can be confirmed into a combo at certain spacing from the corner.
|
236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
Mid, Air
|
CS [hit only]
|
Launch
|
100 EXS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
Varies
|
-
|
40
|
+10
|
1-3 Throw
|
Akatsuki fires 4 lightning balls that travel across the screen at a moderate speed.
- Launches on hit and positive on block.
- The first fireball is guaranteed 4f after flash, allowing this to trade and due to the launch, can also be followed up.
- Generally used to establish frame advantage at close range to enforce Akatsuki's turn (i.e after 22A / 214B).
- Has significant scaling when used as a starter
- Its properties allow it to be used as a confirm for some specific routes (e.g 66C 236C)
|
|
j.236X
|
j.236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
Varies
|
Until Landing + 10
|
Varies
|
-3
|
-
|
Akatsuki shoots a fireball at a 45* angle downwards before bouncing back a short distance.
- Can be used to bait some grounded options.
- Comboable when performed close to the ground near corner or on counter-hit.
- Due to the fireball's slow travel speed, When using a high j.236A as meaty okizeme, Akatsuki can be + on block, even after dashing multiple times to get close to the oppponent.
- Frame advantage is when performed slightly off the ground.
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
Varies
|
Until Landing + 12
|
Varies
|
-10
|
-
|
Akatsuki shoots a faster fireball at a 45* angle downwards before bouncing back a significant distance.
- Sees limited use as the significant bounce-back and limited combo ability is undesireable.
- Frame advantage is when performed slightly off the ground.
|
j.236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
Mid, Air
|
CS [hit only]
|
Launch
|
100 EXS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
Varies
|
Until Landing + 12
|
Varies
|
+8
|
1-3 Throw
|
Akatsuki shoots 3 fireballs at a 45* angle downwards before bouncing back a short distance.
- Has significant untechable time.
- Although he's at significant frame advantage on block, at some spacings, taking advantage of the + frames becomes a slight risk due to the distance bounced back.
- Generally used to confirm off 214B on hit or block to confirm a combo mid-screen or remain safe if the opponent has shielded the last hit.
- Can be used as a knockdown ender in the corner due its large float and untechable time, generally leading to a safe-jump.
|
|
214X
1st hit 1st hit 214B/214[A] 2nd hit 214B/214[A] 2nd hit 214B 3rd hit overhead 214B 3rd hit overhead
|
214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid
|
EX [whiff OK], CS
|
Tumble on Counter
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
14
|
28
|
-2
|
11-14 Foot
|
Akatsuki performs a single hit hop kick.
- Can be spaced to be +1 at maximum range.
- Has use in stagger frame traps as a special cancel with good reward on counter hit but its difficulty to be spaced to be positive, as well as lack of options after limit it from overuse.
|
214[A]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1220
|
Mid
|
EX [whiff OK], CS
|
Launch, Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14, 24 (2nd)
|
4, (6), 6
|
22
|
51
|
-10
|
13-34 Foot
|
Akatsuki performs two hop kicks
- Easily punishable on block limiting its use to mid-screen combos
- 2nd hit will launch the opponent diagonally up with significant untechable time. If the opponent collides with the wall, they will wall bounce off for more untechable time The bonus untechable time will only apply once in a combo.
- If the 2nd hit hits late in the active frames, the opponent will instead be launched in a more vertical trajectory.
- Combining it with 6C 214[A] to whiff the first hit can allow Akatsuki to hit the 2nd hit late, side swapping and leaving the opponent close to Akatsuki for a follow-up combo.
- Do note that due to a glitch, 214[A] shares SMP with 214A. This means that using 214A in the same combo beforehand will not give the long untechable time from the 2nd hit of 214[A]
|
214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1544
|
Mid, High (3)
|
EX [whiff OK], CS
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3, (6), 5, (4), 4
|
18
|
48
|
-4
|
9-30 Foot
|
Akatsuki performs 3 consecutive kicks in the air, with the 2nd hit launching grounded opponents and the 3rd hit knocking down airborne opponents or tumbling grounded opponents.
- The Infamous 'B Tatsu'. Advances Akatsuki far forwards with good startup, a large active hitbox and low crush properties.
- When used mid-dash, due to dash momentum, 214B will travel further throughout the attack
- If only the third hit connects with an opponent, they will be put into a tumble state with significant combo scaling, leading to relatively low damage.
- At certain ranges, the lack of hit stop on whiff can either create a deceptively quick overhead with the 3rd hit, or cause the 2nd hit to whiff, leading to a potential frame trap with the 3rd hit.
- Its knockdown properties as a starter can lead into high damage with a meterless combo in the corner or by cancelling the landing into IW.
- When used as a combo ender, after significant scaling, the opponent will be able to air tech.
- As Akatsuki is airborne during the attack, he can cancel into j.214C to corner carry and knockdown the opponent, locking out air-tech.
- Use sparingly in neutral as, though it has strong properties, its multi-hit nature leads to it being easily shielded and punished by a majority of the cast.
- When landing and cancelling into 236C to be safe, be wary as if there is a slight gap, it will not be a solid blockstring on shield and the opponent can reversal through on EX flash. Use j.236C in these situations instead.
|
214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1894
|
Mid
|
CS [hit only]
|
Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
40, (6), 3
|
31
|
86
|
-16
|
1-3 Throw, 3-55 Projectile
|
Akatsuki performs multiple kicks while travelling across the screen before kicking the opponent away.
- Moves Akatsuki far forward before the first kick, allowing him to punish attacks that may otherwise not seem possible.
- Travels approximately full screen distance and has significant projectile invul for a majority of the duration.
- Very strong tool to counter projectiles and can lead into a very high damage combo when ending near the corner.
- Limited use mid combo due to its wall bounce property and recovery making it difficult to combo from in most situations.
- Can be comboed from when ending near the corner, leading to potentially high damage
|
|
j.214X
1st hit 1st hit B 2nd hit B 2nd hit B 3rd hit overhead B 3rd hit overhead
|
j.214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
536
|
Mid
|
EX [whiff OK], CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
7
|
Until Landing + 8
|
Varies
|
-6
|
-
|
Akatsuki performs his 214A while airborne
- Rarely seen due to its lackluster frame data with high recovery, poor frame advantage on block and extremely limited ability to combo from.
- Ironically more often seen in j.214A whiff combos (i.e after j.8C counter).
|
j.214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1235
|
Mid, High (3)
|
EX [whiff OK], CS
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3, (8), 2, (9), 4
|
Until Landing + 12
|
Varies
|
-4
|
-
|
Akatsuki performs his 214B while airborne.
- Generally seen as a combo ender but has niche use an anti-air.
- Can be more easily comboed from than 214B, even mid-screen without resources when performed as a TK (2147B).
- When used as a combo ender, after significant scaling, the opponent will be able to air tech.
- Limited use in neutral but its advancing hitbox and air unblockable properties gives it niche use as an air-air option.
|
j.214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2091
|
Mid, High (8)
|
CS [hit only]
|
Knockdown
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
40, (8), 4, (2), 4
|
Until Landing + 16
|
Varies
|
-9
|
1-3 Throw, 4-52 Projectile
|
Akatsuki performs his 214C while airborne. Adds an additional hit, replacing the wallbounce with a knockdown.
- Great meter dump for Akatsuki as it has relatively high minimum damage, significant screen carry and a knockdown ender.
- Can be performed ater 214B to lock out air tech.
- While hitting the opponent, Akatsuki rises slightly throughout the attack, while the opponent's height does not change, in certain situations, this can cause the opponent to drop out of the combo half-way.
- When cancelling from 214B, ensure the opponent has some height as the opponent may fall out of range between the last hit of 214B and the startup of j.236C.
|
|
22X
|
22A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1360
|
Mid
|
EX [whiff OK], CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
7
|
29
|
40
|
-18
|
1-8 Throw, 1-11 Head, Dive
|
Akatsuki launches himself with a rising punch.
- Very strong anti-air with limited reward without resources or certain situations.
- Can be CS/EX cancelled on whiff from the first active frame and has significant untechable time.
- Extremely strong in post-CS situations due to its fast startup, throw invulnerability and ability to whiff cancel into 236C for frame advantage / keep safe.
|
22B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1773
|
Mid
|
CS [hit only]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
14
|
39
|
55
|
-29
|
1-8 Full, 9-12 Strike, 9-16 Projectile, Dive
|
Akatsuki launches himself with a rising punch, this time he goes higher.
- Has a hitbox around Akatsuki as he is rising, making it more reliable than some other reversals of his peers.
- Can be CS on the first hit into a high damage combo, or during the late hits in the air.
- Standard meterless reversal otherwise.
|
22C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1947
|
Mid
|
CS [hit only]
|
Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
6, (2), 2, (4), 3, (3), 4
|
29
|
57
|
-31
|
1-4 Full, 5-21 Strike
|
With the power of additional EXS, Akatsuki rises higher and faster into the sky
- Sees limted use in comparison to 22B as a reversal as it does not do enough damage to justify the meter usage and air tech.
- Has the highest minimum damage of all his EX attacks and can be used as an ender for kill combos.
- Has niche use as a reversal when facing into the corner as he is able to combo from the wall bounce.
|
|
Super Moves
Infinite Worth
4233 4233
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3919
|
Mid, Air
|
-
|
Knockdown
|
200 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
4, (4), 8
|
36
|
64
|
-18
|
1-28 Full, 29-31 Strike
|
Akatsuki powers up before launching himself across the screen. Upon successful hit, he will be locked into an animation performing a significant amount of damage.
- Travels approximately half screen and has significant knockdown time on hit, enough for Akatsuki to push the opponent signficantly as they're still laying on the ground.
- One of, if not the highest base damage and minimum damage IW amongst the cast.
- Its far horizontal travel distance can see it be used as a reversal in some situations.
- This is primarily seen as a combo ender, infamously as a cancel from stray 214B hits.
- Generally recommended over IWEX where possible due to its less punishing resource cost, ability to maintain positioning and only marginally less damage.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
4010
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Akatsuki becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
|
|
Notable Rebeats and Gaps
Rebeat Table
Attack
|
Chain
|
Advantage
|
5C/2C
|
5A/2A
|
-1
|
f.5B/2B
|
5A/2A
|
-3
|
5A/2A
|
5A/2A
|
-6
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Akatsuki Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Created base page with basic formatting
- Add gameplay summary, frame data and new moves.
- Added descriptions to all the moves
- Added notable changes to frame data based on patch notes and testing
|
|
48/50
|
Strategy
|
- Outlined basic strategy and tools
- Added detailed strategy section
- Added some matchup tips
|
- Add general matchup summaries
- Add extensive matchup tips
|
23/25
|
Combos
|
- Added basic bnbs for beginners
- Added combo FAQ and okizeme theory
|
- Complete combo encyclopedia
- Complete beginner combo 'Akatsuki Trials' video
|
22/25
|