Under Night In-Birth/UNICLR/Akatsuki/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
The following list of combos are a transcription, in more detail, of Akatsuki Beginner Combos by Firery The video covers the combos in a practical order sorted by difficulty. These combos will cover all the combos a serious Akatsuki player should be comfortable with. These have been hand picked to give an introduction to a number of core Akatsuki combo pieces, covering a variety of situations. They are practical and may be close to optimal in many situations. Some of these combos start from many high scaling starters (i.e 5A starter) because of this, the starter can effectively be interchanged amongst many combos into the same route. Understanding the core route pieces and how to adjust on the fly is core to Akatsuki's combo game.
- All jump normals will be assumed as directional. Neutral jump will be noted specifically (i.e j.8B or j.8C)
- If a normal is listed as 5B or 5C, both close or far version can work
- Combos will be sorted by category
- Key route pieces to learn in combos will be highlighted.
After becoming comfortable with this list of combos, be sure to look at Juushichi's Advanced Akatsuki Combos
For the previous list of beginner combos, see this playlist.
Midscreen Combos
These combos cover any basic combos against the opponent when they are not in the corner. Combos listed as "Anywhere" can also be performed in the corner but will not be taking advantage of Akatsuki's corner combo routing which leads to far more damage.
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 6C dash 2C dl.5C 6C 214B | 2878 | 51.95% | Anywhere | |
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5A 5B 5C 6C dash f.5B f.5C j.AT | 2524 | 43.09% | Anywhere | |
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2B 2C 6B 66B 214A 5A 5B j.A j.B dl.j.6C 5A 6C 214B | 3037 | 58.22% | Anywhere | |
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2B 2C 6C 214A 5A 5B j.A j.B dl.j.6C 5A 6C 214B | 2800 | 52.77% | Anywhere | |
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5A cl.5B f.5B 2C 6B 66B dl.2B 6C IC214A cl.5C j.AT | 2884 | 54.89% | Midscreen | |
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5A 5B 2C 6B 66B 5B dl.j.A dl.j.B land 5B 6C IC214A j.AT | 2767 | 53.89% | Midscreen | |
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5A cl.5B f.5B 2C 6B 66B dl.2B 6C IC214A cl.5B cl.5C j.B j.C j.A f.5B 214B | 3153 | 71.61% | Midscreen | |
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cl.5B f.5B 2C 6B 66B f.5B 6C 236A dash f.5C dl.j.a dl.j.b AT | 3172 | 59.57% | Midscreen | |
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5C 214A cl.5B f.5B 6C 236A dash 5C ICj.6C dash 2C dl.2B 6C 214B | 3092 | 58.48% | Midscreen | |
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Corner Combos
Akatsuki has far more combo potential in the corner, leading to drastically increased damage. These combos cover Akatsuki's major basic corner routes to take advantage of this.
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 2C 6B 66B cl.5C 236A 5C j.B j.C j.A 5B 6C 214B | 2978 (214B)
2681 (AT) |
56.61% | Corner | |
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5A 5B 5C 6C 66B cl.5B dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3432 | 74.67% | Corner | |
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Metered Extensions
The following combos show some basic but very important uses of EXS to extend combos.
Combo | Damage | Cost | Meter Gain | Location |
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214B IW | 4233 | 200 EXS | 0% | Anywhere |
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5A 5B 5C 6C dash 2C dl.5C 6C 214B j.214C | 3495 | 100 EXS | 52.34% | Anywhere |
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5A 5AA 5B 5C 6C 66B cl.5B dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B j.236C 5A CVO IW | 4634 (Green HP)
5116 (Orange HP) |
200 EXS, Vorpal | Corner | |
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Overhead Combos
The following combos cover conversions when opening up an opponent with an overhead attack, whether it be assault or 6B. As assault significantly scales hit-stun scaling, they are an adjusted version of midscreen combos. If GRD breaking with an assault attack, the standard miscreen routes above can be used instead for far more damage and reward.
Combo | Damage | Cost | Meter Gain | Location |
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6D j.C 5B 6C dash f.5B cl.5C j.B j.C j.A 5B 214B | 2528 | 53.68% | Anywhere | |
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6D j.C 5A 5B 2C 6B 66B 2B 6C IC214A cl.5C j.AT | 2602 | 52.77% | Midscreen | |
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6B 66B 2C f.5B 6C 236A dash f.5C ICj.6C dash 2C dl.2B 6C 214B | 2630 | 62.05% | Midscreen | |
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6B 66B 2C f.5B 6C 236A dash f.5C dl.j.a dl.j.b AT | 2435 | 48.18% | Midscreen | |
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6B 66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 2797 | 59.28% | Corner | |
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Punish Combos
6C is Akatsuki's highest risk and highest reward button, being only CS cancellable on block but leading to very high reward on hit, These two combos cover the most basic 6C combo to know to maximise damage when punishing attacks with long recovery.
Combo | Damage | Cost | Meter Gain | Location |
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6C 5C 6B 66B 2B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 4111 | 77.55% | Corner | |
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6C dash 5C 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3733 | 75.76% | Midscreen | |
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Parry Combos
These two combos cover two basic routes for confirming off a successful parry. As there is significant hitstun scaling and only special cancellable on hit, the combos from B+C are very limited. With Vorpal, the scaling is relaxed and stronger combos are possible.
Combo | Damage | Cost | Meter Gain | Location |
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B+C 214A cl.5B 5C ICj.6C dash 2C dl.2B 6C | 1862 | 42.21% | Anywhere | |
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B+C 214A cl.5B f.5B dl.j.A dl.j.B land j.AT | 1532 | 26.14% | Anywhere | |
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Special Starter Combos
The following combos will cover confirms from various situations amongst Akatsuki's special attacks.
Combo | Damage | Cost | Meter Gain | Location |
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214B cl.5B f.5B 6B 66B cl.5C 236A 5C j.B j.C j.A cl.5B 6C 214B | 3850 (cl.5B)
3443 (f.5B) |
75.96% | Corner | |
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214B CS dash f.5B 6B 66B 2B dl.6C 236A dash f.5C j.BCA f.5B 6C 214B | 3855 | Vorpal | 32.24% | Midscreen |
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214B j.236C dash f.5B 6C 236A dash 5C ICj.6C dash 2C dl.2B 6C 214B | 3257 | 100 EXS | 20.47% | Midscreen |
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236A 5C 214A5B 236A 5C j.8B j.8C j.2C 2C dl.5C 6C 214B | 3255 | 67.17% | Corner | |
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236A dash 214A 5B 6C 236A dash 5C ICj.6C dash 2C dl.2B 6C 214B | 3115 | 56.83% | Midscreen | |
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22A 236C 6C IC214A cl.5B cl.5C j.B j.C j.A f.5B 6C 214B | 3115 | 100 EXS | 56.83% | Midscreen |
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Wallbounce Starter Combos
These combos cover starters from wallbounce normals (j.8C/66C).
Combo | Damage | Cost | Meter Gain | Location |
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66C 66B 5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3413 | 62.50% | Corner | |
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66C w.214A dash f.5B 6C 236A dash 5C ICj.6C dash 2C dl.5C 6C 214B | 3284 | 59.20% | Midscreen | |
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Other Knockdown Starter Combos
All 6B starter routes will work with j.2C/AT starter combos. Due to their more relaxed scaling, additional extensions are possible for a bit more damage.
Combo | Damage | Cost | Meter Gain | Location |
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j.2C 2B 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3499 | 71.59% | Midscreen | |
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AT 2B 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214 | 3263 | 66.52% | Midscreen | |
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Vorpal Strip Combos
The following two routes will cover Akatsuki's most practical way to vorpal strip the opponent. Due to his step dash, his low mobility hinders his ability to capitalise on a midscreen VO hit.
Combo | Damage | Cost | Meter Gain | Location |
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5A 5B 5C 6C 66B cl.5B j.A j.8B j.8C land VO | 2442 | 100 EXS | Corner | |
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5A 5B 6C 66B cl.5B dl.j.8B dl.j.8C land j.2C VO | 2608 | 100 EXS | Corner | |
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Common Combo Problems
How do I connect 66b after 6b/j.2c/j.AT?
- UNIST has a 12f buffer window for motions and a 3f buffer window for buttons. For 6b/j.2c, simply input 66b at the ending frames of 6b/j.2c’s animation. For j.AT, input 66b right as you are about to land.
Should I use 66 or 6AB macro for dashing in combos?
- By using 66 to dash in combos, you can take advantage of UNIST’s large movement buffer window and make links/microdashes easier. 6AB cannot be buffered this way, you may accidentally get buttons instead.
How do I land 6C dash 2c?
- Input dash at the end of 6C’s recovery, and immediately input 3c. Essentially, this is notated as 663c. In order to visualize when you’re able to perform an action after 6C, hold up after 6C so that you jump on the next available frame.
- In routes that do not start with 6c but chain into a grounded launch 6c, it is sometimes not necessary to dash in order to connect 2c.
How do I land the 5A in j.A j.B j.6C 5A routes?
- The combo is slightly height/distance specific. Ensure you are doing a stable route into it
- The goal is to hit the j.6C just as you're hitting the ground and then hitting them with a 5A before they can get knocked down. A slight delay on aerial normal sequence may help
When should I use f.5B/2B in fireball relaunch routes?
- f.5B generally launches them higher and more vertically, This is good when the opponent is already at a distance away from Akatsuki (e.g from f.5B/f.5C > 6B knockdowns)
- 2B connects lower but bounces the opponent more horizontally. This is better for when Akatsuki is next to the opponent (e.g from 2C or other knockdown starters)
- Ideally if one of them has already been used in a combo, the other should be used to avoid Same Move Proration. In some spacings, it may be unavoidable to use the same move.
- Completing the combo is priority and thus, use what is most comfortable for the situation.
How do I connect the dash f.5c/ f.5c j.bca in 6c 236a relaunch combos?
- The way in which a proper dash f.5c connects depends on how your opponent landed on the fireball. Your goal is to get your opponent as close to the edge of the fireball, towards you.
- If you are struggling with the dash f.5c, remember to buffer the dash at the very end of 236a’s recovery. You must return your movement to neutral before inputting f.5c, or else you will get 66c instead. Aim to dash deep enough so that f.5c lands as close as possible in order to connect j.bca.
- There is another visual by Juushichi in Beginner Resources.
How do I land the f.5b/j.bca in 2a 5b 5c 6c dash f.5b cl.5c j.bca f.5b 6c 214b?
- Off of A starters, the f.5b > 6c > 214b is very unstable, and it is best to remove the 6c and do f.5b > 214b instead.
- Similar to the fireball relaunch route, you must dash as deep as possible after 6c to allow j.bca to fully connect. If j.a whiffs above your opponent, your dash or inputs are too slow. If j.a whiffs next to your opponent, you did not dash far enough.
- A good frame of reference is to ensure that f.5B is hitting their lower body and cl.5C is hitting their feet. In most cases, when this is done deep enough, the combo should work smoothly.
Why does the opponent sometimes fall out of j.214C?
- Akatsuki has both significant horizontal momentum and rises throughout the attack. His constant kicking however, does not raise the opponent.
- This requires 214C to hit at the correct height (i.e the opponent is slightly above Akatsuki when it connects) to ensure it doesn't drop.
- In the corner this is far more lenient.
- Some characters (Notably Linne) may be bounced by the first hit and out of the subsequent hits if the opponent is too high.
How do I combo from 214[A] midscreen
- Depending on when, in the active frames, the 2nd hit connects, the launch trajectory will be different.
- The aim is to launch the opponent high enough with x > 6C that 214[A] will go underneath the opponent and hit them when they're behind Akatsuki
Combo Enders and Okizeme Theory
When comboing as Akatsuki, the main factors to be considered is damage, screen positioning/carry and okizeme. Due to Akatsuki's step dash and fairly short range, it's quite common that opponents are able to tech backwards and force Akatsuki to chase at a disadvantageous position off many enders. Listed below is a variety of enders, explanations and examples of actions after, some may not be covered by the starter combos and are part of the more advanced routing and combos.
Video Reference to this section, by Marmotato
Combo | Cost | Location |
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... AT | Anywhere | |
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... j.B j.C | Anywhere | |
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... 214B | Anywhere | |
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... j.214B | Anywhere | |
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... 22B | Anywhere | |
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... j.6[C] dash 2C w.2A | Anywhere | |
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... 7j.6[C] j.236A | Corner | |
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... 214B j.214C | 100 EXS | Anywhere |
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... 6C 22A 22C | 100 EXS | Anywhere |
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... 214B j.236C | 100 EXS | Corner |
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... 2C 6C IW | 200 EXS | Anywhere |
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... IWEX | 200 EXS, Vorpal or GRD Break | Anywhere |
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Combos
This section serves as the combo encyclopedia for Akatsuki. If you're looking to learn basic combos, be sure to learn the starter combos first as they are practical and cover many of the advanced routing that may be encountered from here-on.
Many of these routes may be more advanced, character or starter specific, extremely situational or even stylish and impractical and will be described as such in the notes. These only serve as a framework for reference.
Be sure to experiment in training mode to understand which routes can be altered to fit the confirm and situation.
Note this list is currently a WIP and subject to change. Some combos may be missing core information in the description
- All jump normals will be assumed as directional. Neutral jump will be noted specifically (i.e j.8B or j.8C)
- If a normal is listed as 5B or 5C, both close and far version can work
- Any combos beginning with Starter can have their started interchanged with others in its class where noted.
- If a combo requires a specific starter, it will be noted as such
Standard Starters
These combos work off any starter that is 5A/2A or better without special properties. The difficulty of these combos may be differ based on the starter but will work off almost all starters that aren't excessively prorated.
- Examples include 5A, 2A, 5B, 5C etc..
- Assault starters are one of Akatsuki's most scaled starters. While most of the routing may work, some adjustments may need to be required to ensure they're stable
Combo | Damage | Cost | Meter Gain | Location |
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Starter cl.5B 2C 6B 66B 2C dl.5C 6C 214B | 2614 | 56.27% | Anywhere | |
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Starter cl.5B 5C dl.j.B dl.j.C 5B 5C 6C dash 2C 6C 214B | 2731 | 67.83% | Anywhere | |
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Starter cl.5B 5C j.C j.6[C] 66B 5A 5B 5C 6C dash 2C 6C 214B | 2815 | 73.35% | Anywhere | |
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Starter 5B 5C 6C dash f.5B 5C j.A j.B j.C | Anywhere | |||
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Starter 5B 5C 6C dash f.5B 5C j.B j.C j.A f.5B 6C 214B | Anywhere | |||
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Starter 5B 2C 6B 66B f.5B dl.j.A dl.j.B land j.AT | Anywhere | |||
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Starter 5B 2C 6B 66B 214A 5A 5B j.A j.B j.6C 5A 6C 214B | Anywhere | |||
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Starter 2C 6B 66B dl.f.5B dl.6C 214[A] cl.5B cl.5C j.B j.C j.A f.5B 6C 214B | 2916 | Midscreen | ||
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Starter 2C 6B 66B dl.2B 6C 214[A] dash(under) 5A 5C dl.j.A j.B j.C f.5B 214B | Midscreen | |||
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Starter 2C 6B 66B dl.2B 6C 214[A] dash 2A cl.5C dl.j.B j.C j.A f.5B 214B | Midscreen | |||
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Starter 5B 2C 2B 236A 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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Starter 5B 2C 6B 66B cl.5C 236A f.5C j.B j.C j.A 5B cl.5C j.AT | Corner | |||
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Starter 5B 2C 2B 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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Starter 6C dash 66B 236A cl.5B dl.j.8B dl.j.8C land dl.j.2C 2C dl.5C 6C 214B | Corner | |||
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Low Scaling Starters
These combos will only work from lower scaling starters (i.e not 5A/2A).
- Example Starters - 5B/2B/5C/2C
Any combos from the starter section can work here and may be more lenient due to the lower scaling
Combo | Damage | Cost | Meter Gain | Location |
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Starter 2C 6B dash f.5B 6C 214[A] cl.5C j.B j.C j.A 5B 6C 214B | 3119 | Midscreen | ||
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Starter 2C 6B dash 2B f.5B dl.6C 214[A] cl.5B cl.5C dl.j.B j.C j.A f.5B 6C 214B | 3086 | 69.76% | Midscreen | |
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Starter 2C 6B dash 2B f.5B 6C 214[A] dash(under) 5A cl.5C dl.j.A j.B j.C f.5B 6C 214B | 2880 | Midscreen | ||
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2C w.2A 6C 214A 5A 5C dl.j.A dl.j.B land j.AT | 2492 | 38.12% | Anywhere | |
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2C w.2A 6C 214A 5A 5C j.6[C] dash 2C dl.5C 6C 214B | 2931 | 55.00% | Anywhere | |
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2C(CH) dash f.5B 6B 66B 2B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3333 | 69.75% | Midscreen | |
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2C w.2A 6C 214A 5A dl.cl.5B dl.f.5C j.A j.B j.C f.5B 6C 214B | 2940 | Midscreen | ||
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2C 2B 236A 66C dl.6C 214B 5A cl.5B cl.5C j.B j.C j.A land j.AT | 3395 | 68.78% | Corner | |
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2C 2B 6B 66B 66C cl.5B cl.5C 236A 5C j.B j.C j.A 5B 6C 214B | 3563 | 82.65 | Corner | |
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2C w.2A 66B 66C 5C 236A 214A cl.5B 5C j.B j.C j.A 5B 6C 214B | 3514 | 70.82% | Corner | |
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2C w.2A 66B 5C 236A 66C dashout cl.5B 2B 236B 214A 5A 5C j.B j.C j.A 2C 5C 6C 214B | 3684 | 80.68% | Corner | |
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6C Starter
6C is Akatsuki's best starter and primary punish tool. Knowing a solid combo from this starter is important to maximise damage opportunities.
- As a starter, 6C launches the opponent a set distance upwards. This affects the followup timing if used as an anti-air.
Combo | Damage | Cost | Meter Gain | Location |
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6C dash f.5C 6B 66B f.5B dl.6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3713 | Midscreen | ||
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6C dash 2C 6B 66B dl.2B 6C 236A walk 6C 214[A] cl.5B cl.5C j.AT | 3641 | Midscreen | ||
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6C 66B 5C 6C 236A dash 214A cl.5B f.5B j.6[C] dash 2C dl.5C 6C 214B | 3872 | 74.73% | Midscreen | |
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6C 5C 6B 66B cl.5B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 4115 | 77.68% | Corner | |
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6C 5C 6B 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B dl.2C dl.2B f.5C j.B j.C j.A 5B 6C 214B | 4048 | 92.81% | Corner | |
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6C(CH) cl.5C 6B 66B cl.5B cl.5C 236A 66C dash(out) cl.5B 2C 2B 236A f.5C j.B j.C j.A 2C dl.5C 6C 214B | 4095 | 100.43% | Corner | |
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6C dash 66B(x2) dash cl.5B (x9) j.8B j.8C j.2C 2C dl.5C 6C 214B | 3566 | 92.03% | Corner | |
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66C / j.8C Starters
66C is a good poke tool, reaching very far for Akatsuki. As it forces a wall bounce with significant untechable time, it can lead to high damage combos if confirmed correctly.
Not the most common starter, j.8C has niche use in its purely horizontal hitbox to challenge aerial opponents.
- j.8C hits in the corner can go into any corner 66C routes
Combo | Damage | Cost | Meter Gain | Location |
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66C(CH) 236A dash 6D j.6[C] dash 2C 5B 6C 214[A] cl.5B 5C j.B j.C j.A f.5B 6C 214B | 3577 | 70.91% | Midscreen | |
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66C(CH) 236A dash 6D j.6[C] dash 2C 5B 6C 214[A] cl.5B 5C j.B j.C j.A f.5B 6C 214B | 3568 | 73.04% | Midscreen | |
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66C(CH) w.214A dash f.5B 6C 214A f.5B j.6[C] dash 2C 5C 6C 214B | 3023 | 61.96% | Midscreen | |
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66C(CH) w.214A dash f.5B 214A f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 2912 | 56.41% | Midscreen | |
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66C(CH) w.214A dash f.5B 6B 66B 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B | 3185 | 64.29% | Midscreen | |
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66C 236B 236C dash 6D j.6[C] dash f.5B cl.5C j.B j.C j.A 5A 6C 214B | 3166 | 100% EXS | Midscreen | |
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66C 236B 236C dash 6D j.6[C] dash 2C dl.f.5B 6C 214[A] cl.5B cl.5C j.B j.C j.A 5B 6C 214B | 3135 | 100% EXS | Midscreen | |
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66C dl.66B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3607 | 68.39% | Corner | |
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j.8C dash 6C 214A f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3094 | 63.14% | Midscreen | |
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j.8C 6D j.6[C] dash 2C f.5B 6C 236A dash 5C j.B j.C j.A 5B 6C 214B | 3187 | 65.93% | Midscreen | |
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j.8C(CH) w.j.214A dash f.5B 6B 66B dl.2B dl.6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3221 | Midscreen | ||
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j.8C w.j.214B 214C | 1996 | 100% EXS | Midscreen | |
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Knockdown Starters
These combos are starters performed off knockdown attacks. They will initially use one bounce which may affect standard routes, leading to some variations. These starters are
- 6B, 2C (CH), j.AT, j.2C
Combo | Damage | Cost | Meter Gain | Location |
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Starter 66B 6C 214A 5A 5B j.A j.B j.6C 5A 6C 214B | Anywhere | |||
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Starter 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A f.5B 6C 214B | Midscreen | |||
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Starter 66B dl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | Corner | |||
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Starter 66B dl.cl.5B dl.cl.5C 236A 66C dash(out) cl.5B 5C j.B j.C j.A cl.5B 6C 214B | Corner | |||
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j.AT 7j.2C j.236A dash f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen | |||
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j.AT 7j.2C j.236A 66B 236A 214A cl.5B dl.cl.5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | Corner | |||
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236x Starters
As fireballs launch the opponent with a moderate untechable time, it allows opportunities for a damaging combos when confirmed correctly.
- As the confirm from a 236x starter is a link, confirms can only be done when spaced away from the opponent, utilizing the fireball travel time to shorten effective recovery
- Counter-hits on fireballs are effectively untechable knockdown, allowing more leniency for routes and allowing some combos to work from closer range
- 236A/B differ only in the speed of the fireball and 236B having slightly more recovery
- Starters between the two are interchangeable, where applicable, with 236B starters doing slightly more damage due to lack of SMP with 236A
- Fireballs have distance scaling. Fireball starters from further away will do less damage than ones that are launched closer. Counter-hit starters will ignore distance scaling.
Combo | Damage | Cost | Meter Gain | Location |
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236A dash 214A 5B 6C 236A dash 5C j.6[C] dash 2C 5C 6C 214B | 3093 | 57.83% | Midscreen | |
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236A dash f.5B 6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3079 | 54.42% | Midscreen | |
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236x f.5B 214A cl.5B 5C j.B j.C j.A 5B 6C 214B | 3106 | 54.49% | Corner | |
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236x f.5B 236A 214A 5B 5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3403 | 65.68% | Corner | |
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236A 66B dl.214A cl.5B 236A cl.5C j.8B j.8C 2C dl.5C 6C 214B | 3570 | Corner | ||
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236x 66C 66B 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3534 | 61.99% | Corner | |
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236x 66C 66B 5B 5C 214A cl.5B j.2C 2C dl.5C 6C 214B | 3650 | Corner | ||
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tk.j.236A (CH) 6C 214A 5A 5B j.6[C] dash 2C 5C 6C 214B | 3005 | 51.33% | Midscreen | |
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tk.j.236A (CH) dash 5B 6C 236A dash 5C j.6[C] dash 2C 5C 6C 214B | 3150 | 55.54% | Midscreen | |
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tk.j.236A f.5B 236A 214A cl.5B dl.j.8B dl.j.8C j.2C dl.5C 6C 214B | 3272 | 60.43% | Corner | |
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tk.j.236A (CH) 66B 5C 236A 214A cl.5B 236A cl.5B dl.5C dl.j.8B dl.j.8C land j.2C 2C dl.5C 6C 214B | 3551 | Corner | ||
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tk.j.236A (CH) 66B cl.5C 236A 66C dashout cl.5B 2B 236B 214A cl.5B j.2C 2C dl.5C 6C 214B | 3698 | Corner | ||
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tk.j.236A (CH) 66B 66C cl.5B cl.5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3705 | 70.45% | Corner | |
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214x Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214B CS dash f.5B 6B 66B f.5B dl.6C 236A dash f.5C j.BCA f.5B 6C 214B | 3624 | Vorpal | 32.20% | Midscreen |
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214B 236C dash f.5B 6C 236A dash f.5C j.6[C] dash 2C dl.5C 6C | 100 EXS | Midscreen | ||
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214B 236C dash f.5B 6C 236A dash 6C 214[A] cl.5C j.B j.C j.A f.5B 6C 214B | 100 EXS | Midscreen | ||
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214B IW | 4233 | 200 EXS | 0% | Anywhere |
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214B cl.5B f.5B 6B 66B cl.5C 236A 5C j.B j.C j.A cl.5B 6C 214B | 3784 | 75.81% | Corner | |
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214B cl.5B 2C 2B 236A 66C dash cl.5B cl.5C j.B j.C j.A cl.5B 6C 214B | 3737 | 69.31% | Corner | |
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214C CS j.2C wj.214A cl.5B 2B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 4141 | 100% EXS, Vorpal | 109% | Midscreen |
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214C CS land 9j.B j.2C 66B 2B 6C 236A dash f.5C j.B j.C j.A j.AT | 3836 | 100% EXS, Vorpal | Midscreen | |
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214C 5A cl.5B 236A 214A cl.5B j.2C 2C dl.cl.5C 6C 214B | 4061 | 100% EXS | 12.74% | Corner |
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214C 5A cl.5B 236A 66C dash(out) cl.5B 2C 2B 5C j.B j.C j.A cl.5B 6C 214B | 100% EXS | Corner | ||
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214C 5A cl.5B 236A 66C dash(out) cl.5B 2C 2B 5C j.B j.C j.A cl.5B 6C 214B | 4061 | 100% EXS | 12.74% | Corner |
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22x Starters
While Akatsuki's 22x are great tools in Akatsuki's kit, due to the launch they can be difficult to combo from without resources. Below are a few examples of methods to comboing from them as starters In short
- 22A can be comboed from with EX, CS and CVO
- 22B can only be comboed from with CS
- 22C can only be comboed from when facing into corner
Combo | Damage | Cost | Meter Gain | Location |
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22A 236C 6C 214[A] cl.5B cl.5B j.B j.C j.A 5B 6C 214B | 2744 | 100 EXS | Midscreen | |
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22A dl.j.236C dash f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 2794 | 100 EXS | Midscreen | |
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22A CS dash 2C 6B 66B dl.f.5B 6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | 3322 | Vorpal | Midscreen | |
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22A(CH) dash 2C 6B 66B f.5B 6C 236A dash f.5C j.B j.C j.A j.AT | 3233 | Midscreen | ||
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22A(CH) dash 5C 6C 236A dash 214A cl.5B f.5B j.6[C] dash 2C 5C 6C 214B | 3260 | Midscreen | ||
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22A(CH) 5A 5B 236A 214A cl.5B cl.5C j.8B j.8C j.2C 2C dl.5C 6C 214B | 3306 | 61.50% | Corner | |
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22A(CH) 66C 236B 236C dash 6D j.6[C] dash f.5B 6C 236A dash f.5C j.B j.C j.A f.5B 6C 214B | 3189 | 100 EXS | Midscreen | |
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22A dash f.5C 214A f.5B dl.6C dl.236A dash f.5C j.B j.C j.A f.5B 6C 214B | Midscreen | |||
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22B(1) CS dash j.2C 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | 3597 | Vorpal | Midscreen | |
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22B(1) CS dash j.2C dash cl.5B f.5B 6B 66B cl.5C 6C 236A dash f.5C j.B j.C j.A 2C 2B 6C 214B | 3853 | Vorpal | Midscreen | |
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22B(1) CS dash 5C 6B 66B 5C 236A 214A cl.5B j.2C 2C dl.5C 6C 214B | 3650 | Vorpal | Corner | |
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22B(1) CS dash j.2C w.j.214A cl.5B 5C 236A 66C dashout cl.5B 2B 236B 66B 5C j.B j.C j.A 5B 6C 214B | 3955 | Vorpal | Corner | |
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22B(1) CS dash 66C 66B cl.5B cl.5C 236A 214A cl.5B j.2C 2C 5C 6C 214B | 3817 | Vorpal | Corner | |
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22B(3) CS j.6C dlj.6B 2C 6B 66B f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | 3789 | Vorpal | Midscreen | |
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22B(3) CS j.6D dlj.B 66B dl.6C 236A 214A f.5B j.6[C] dash 2C f.5C 6C 214B | 3809 | Vorpal | Midscreen | |
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22B(3) CS j.6D dlj.6[C] dash 66B 236A 66C dash 2B 236B 214A 5A cl.5C j.B j.C j.A 2C f.5B 6C 214B | 3907 | Vorpal | Midscreen | |
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22B(3) CS j.2C 66B cl.5C 236A 214A cl.5B cl.5C j.B j.C j.A 5B 6C 214B | 3895 | Vorpal | Corner | |
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22C j.B dl.j.A f.5B 6C 214[A] 5B 5C j.B j.C j.A 5B 6C 214B | 2667 | 100% EXS | 10.88% | Corner |
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22C dl.6C 236A dash 6C 214[A] cl.5B 5C j.B j.C j.A 5B 6C 214B | 2776 | 100% EXS | Corner | |
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Force Function Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
B+C 214A cl.5B 5C j.6[C] dash 2C dl.5C 6C | Anywhere
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B+C 214A cl.5B 5C dl.j.A dl.j.B land j.AT | Anywhere
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B+C dl.214A cl.5B 2C 6B 2C dl.5C 6C 214B | Anywhere |
Veil Off Routes
Akatsuki does not have access to many easy VO routes, mostly achieving them by taking advantage of wall bounce properties. Due to his poor combo structure midscreen and general playstyle, it's recommended to avoid going for mid-screen VO routes as the opponent will be sent full screen and can easily keep him away, wasting all of the VO meter. When used in the corner, VO routes become a lot more appealing as he gains a number of easy ways to combo into it and the guaranteed knockdown can easily set up safejump setups and advantageous situations for him, on top of amplifying his already scary corner damage output.
Combo | Damage | Cost | Meter Gain | Location |
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.. j.2C VO | 100% EXS | Anywhere | ||
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.. j.A j.B j.C VO | 100% EXS | Corner | ||
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.. j.6[C] VO | 100% EXS | Corner | ||
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.. 66C VO | 100% EXS | Corner | ||
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Anti-Air Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C dl.214A cl.5B f.5B 6C 236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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5C(CH) w.2a dash f.5B 6B 66B dl.2B dl.6C dl.236A dash f.5C j.B j.C j.A 5B 6C 214B | Midscreen
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5C j.B j.6[C] dash f.5B 6C 236A dl.j.B dl.j.A 5A 6C 214B | Midscreen |
Cross Veil Off Combos
In most cases, Akatsuki's CVO usage tends to be fairly standard, usually seen at the end of a combo tack on IW for its high base damage and good corner carry/knockdown advantage. This section will be reserved for particularly notable combos incorporating CVO usage To perform CVO as a link, it must be plinked from 6D (i.e 6D~A+B+C)
Combo | Damage | Cost | Meter Gain | Location |
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2C w2A CVO dash f.5B 6B 66B 2B 6C 236A dash f.5C j.B j.C j.A 5B IW | 4284 | 100% EXS, Vorpal | Midscreen
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214B 214C CVO 66B cl.5B cl.5C j.B j.C j.A 2C 6C 236B IW | 5000 | 200% EXS, Vorpal | Anywhere | |
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6C cl.5C 6B 66B cl.5B cl.5C 236A 66C dashout cl.5B 2C 2B 5C j.B j.C j.A cl.5B 6C 214B CVO 236B IW | 5202 | Vorpal | Corner | |
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6C 236B CVO j.6[C] dash 66B 5B 6C 236A dash f.5C j.B j.C j.A j.214B(2) j.214C IW | 5546 | 200% EXS, Vorpal | Midscreen
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6C 236B CVO j.2C 66B cl.5B 236A 214A 5B 5C j.6[C] 2C 5B 6C 214B j.236C 6C IW | 6041 | 200% EXS, Vorpal | Corner |
Combo Videos / Compilations
- Akatsuki BnB video by Firery
- Juushichi's Combo Bible Text | Video
- Tsumo's Combo Bible
- Basic Combos to use by Tyaisu
- Akatsuki UNIST 3.0 Combos by Notes
- Akatsuki pick up combos by Notes
- Okizeme Enders in video form by Marmotato
- Mizuumi Wiki BnB Combos Playlist
- Firery's unsorted collection of combo tweets
External Links
Akatsuki Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-11-11 by Firery.
93% complete | ||
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Page | Completed | To-do | Score |
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48/50 | |
Strategy |
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23/25 |
Combos |
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22/25 |