Under Night In-Birth/UNICLR/Akatsuki/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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
  • The most basic Akatsuki combo. Dash 2C... will work off any 6C launcher (grounded only) hit
  • Does low damage and gives poor okizeme
  • Link
  • Alternative basic combo leading into air throw for better okizeme
  • A deep dash is required to be close enough to connect the air throw
  • If the opponent is too high after dashing, a slightly delayed air throw may be required after the jump to connect the air throw
  • 5C can be ommitted for stability
  • Link
  • Basic confirm combo from a 2B poke at close range
  • To hit the 2nd 5A after j.6C, ensure the j.6C hits as low as possible.
  • Link
  • Alternative combo from 2B poke for further ranges where 2C 6B 66B will not connect
  • Link
  • Reliable midscreen AT route into air throw ender.
  • Can work at very high scalings but 2B may need to be replaced with f.5B in these cases.
  • Will work at any position midscreen as long as there is space for Akatsuki to cross under the opponent with IC214A.
  • cl.5B can be added before cl.5C for a minor damage increase. A slight delay is required before it to ensure the opponent is not too high for air throw after.
  • Link
  • Alternative IC214A routing combo. Trades a bit of damage for more screen carry.
  • More scaling specific than the original AT combo.
  • Link
  • Will sideswap with the opponent and carry them slightly in the opposite direction.
  • Delay cl.5B to ensure the opponent is at the correct height for the jump sequence.
  • From a 5A starter, there requires a slight delay in the j.B j.C j.A sequence to connect f.5B on landing. The j.A needs to connect as low as possible
  • Link
  • Scaling specific alternative routing into air throw ender for better starters.
  • Delay j.A to the peak of the jump and delay j.B to maximise the untechable time to connect the air throw after landing.
  • Link
  • Basic anti-air routing from 5C
  • A silghtly delayed 214A will connect in almost all situations
  • Link

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
  • Basic but low damage corner combo
  • After j.A, instead of 5B 6C 214B, j.AT can be performed for much better okizeme
  • In higher scaling and more optimized routes, the damage difference between 214B ender and AT ender become nearly insignificant
  • Link
  • Basic high damage corner routing against grounded opponents.
  • Works off many starters and is the easy universal route for high damage.
  • Delay j.8B to the peak of the jump and slightly delay j.8C to hit as Akatsuki is falling.
  • Link

Metered Extensions

The following combos show some basic but very important uses of EXS to extend combos.

Combo Damage Cost Meter Gain Location
  • Works off almost any combo into 214B and is the easiest method to tack on extra damage at the cost of meter
  • Can be performed as long as there is still an available OTG after any 214B to connect IW with
  • Link
  • Metered ender for knockdown and screen carry. Unlike IW ender, Does not require knockdowns to connect.
  • Carries the opponent almost 1/3rd stage distance and is very useful in ensuring the opponent is cornered.
  • Successfully connecting with all the hits is dependant on height and some character's aerial hurtboxes may affect reliability.
  • Link
  • Maximum meter dump combo.
  • If performed correctly, does not require available knockdowns as 236C will interrupt the knockdown from 214B.
  • In orange HP, 236C can be performed after CVO and before IW for a little extra damage.
  • Link

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
  • Midscreen assault combo with a combination of damage and corner carry.
  • A deep dash for f.5B is required, connecting with an opponent at approximately their chest height.
  • In the corner, the j.8C j.2C route can be performed for higher damage instead.
  • Link
  • Air throw route from assault.
  • The high scaling means Akatsuki is unable to perform a sideswap carry route and instead will have to use air throw.
  • Link
  • Corner carry route from 6B.
  • Due to high hitstun scaling, a microdash 2C is required.
  • Link
  • Air throw route, with extra corner carry.
  • Delay j.A to the peak of the jump and delay j.B to maximise the untechable time to connect the air throw after landing.
  • Link
  • Simple high damage corner route from overhead.
  • Link

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
  • Simple high damage corner route from 6C
  • Link
  • Fireball relaunch route for high damage and carry
  • 5C can be substituted with 2C to make the combo easier however this uses an extra bounce, not allowing a potential 214B > IW ender
  • Link

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
  • Damage and carry routing from parry
  • Link
  • Simple air throw routing from parry
  • Link

Special Starter Combos

The following combos will cover confirms from various situations amongst Akatsuki's special attacks.

Combo Damage Cost Meter Gain Location
  • cl.5B can be linked to OTG from a 214B hit. At range where f.5B is triggered instead, it can be linked into itself as a confirm.
  • Link
  • Simple midscreen CS confirm into fireball relaunch from 214B for high damage and corner carry
  • Link
  • Midscreen confirm with the use of j.236C.
  • Does not connect at max 214B range as j.236C will whiff.
  • A slight delay for j.236C to hit as low as possible will make the followup easier to connect, however this shortens j.236C's horizontal range and may cause a whiff depending on how 214B hits
  • Link
  • Requires Akatsuki to be at least a bit under backdash distance away from the corner.
  • Any closer and he will either have to use 5B after 214A or be unable to combo.
  • Link
  • Midscreen confirm off 236A hits in neutral.
  • Requires Akatsuki to be far from the opponent (approximately round start) to combo. On Counter-hit, he can be a bit closer as instead of air teching, the opponent wil not be able to tech until reaching the ground.
  • As Akatsuki has a step dash, if the opponent is outside of his step dash range, the 214A is used as a minor distance boost to reach enemies further away.
  • Link
  • Sideswap Route
  • 22A-236C is used as an auto-confirm off 22A. On block, 236C will make Akatsuki safe and positive on block, on hit it will confirm the combo.
  • If Akatsuki hits an airborne opponent, the opponent will instead land on the fireballs, allowing Akatsuki to still combo off it.
  • Link

Wallbounce Starter Combos

These combos cover starters from wallbounce normals (j.8C/66C).

Combo Damage Cost Meter Gain Location
  • Corner confirm into high damage.
  • 66B is used when far away to stabilise the combo and for higher damage.
  • Will only confirm off j.8C if performed low to the ground.
  • Link
  • Counter-hit only route
  • Significant untechable time from counter-hit allows Akatsuki to whiff 214A and still dash and confirm.
  • Link

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
  • Uses fireball relaunch route to maximise damage.
  • In the corner, the high damage 6B starter combo can be used instead.
  • Link
  • Uses fireball relaunch route to maximise damage.
  • In the corner, the high damage 6B starter combo can be used instead.
  • Link

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
  • Reliable VO route that will work at most scalings.
  • Delay each button in the air series slightly to increase reliability.
  • This will normally bounce the opponent over Akatsuki's head, losing the corner but Akatsuki can backdash to maintain the corner.
  • Alternatively, by maximising the delays and walking back slightly before VO, Akatsuki can maintain corner positioning.
  • Link
  • More effective VO route as this will not allow the opponent to tech over Akatsuki's head.
  • This is also more scaling specific as j.2C > VO will not connect in high scaling combos.
  • Link

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
  • Knocks the opponent down next to Akatsuki as an untechable knockdown
  • Decent damage for an ender
  • Optional side-swap with j.4A+D
  • Varying levels of frame advantage (not affected by scaling) based on the height the oppponent is grabbed
  • Can easily safejump with assault
  • Can corner push the opponent with dash while still maintaining close distance
  • Knocks the opponent down from the air at a 45* angle, allowing them to tech upon touching the ground.
  • Fairly low damage
  • As it is a knockdown, the opponent is unable to air tech forward
  • Opponent's distance upon landing is based on their height when hit as they fall at an angle
  • Frame advantage is based on a combination of Akatsuki's air momentum and opponent's height. Hitting j.C while rising will offer minimal frame advantage
  • Generally seen in a combo drop (i.e from fireball relaunch) but is still favourable as Akatsuki can chase the opponent without worrying about air tech
  • Knocks down the opponent a fair distance away from Akatsuki
  • Common ender to a lot of Akatsuki routes, especially where j.AT ender is not possible
  • Corner carry and high damage ender
  • On high scaling combos (effectively most combos), this will actually allow the opponent to air tech low to the ground
  • The opponent can tech over Akatsuki if he is crouching/dashing when trying to move forward
  • 66B can be used as a frame-kill while maintaining a standing collision box to prevent the opponent teching over Akatsuki and moving forward slightly
  • Knocks down the opponent a fair distance away from Akatsuki
  • The routing which allows this to be performed generally leads to less damage than proper routing into grounded 214B
  • Results in similar situations to 214B ender
  • Because this is done in the air, Akatsuki has less frame advantage depending on his height when performing this
  • Generally fine when done near the corner for the increased corner carry to guarantee positioning if the combo is unstable
  • Launches the opponent into the air, allowing them to air tech
  • Highest damage ender
  • Allows the opponent to air tech fairly high, forcing Akatsuki to guess the tech direction
  • Offers no reliable okizeme whatsoever
  • Performs a knockdown as an OTG, allowing Akatsuki to chase and maintain momentum
  • Requires one bounce still available
  • w.2A is for shortening recovery after 2C, allowing Akatsuki to dash up faster
  • If all bounces have been used after j.6[C] and OTG is impossible, functions similarly to j.C ender
  • Knocks the opponent down and cancels into a very meaty fireball
  • The combination of fireball speed and Akatsuki's pushback/fall distance allows this to hit extremely late
  • Double dashing after j.236A allows Akatsuki to still be at frame advantage once he reaches striking distance of the opponent
  • Can be good for safely forcing opponents to block on wakeup but won't hit opponents delay teching. Akatsuki is still in an advantgeous position to meaty opponents who delay tech
  • Kicks the opponent a considerable distance across the screen before knocking them down
  • Hard knockdown on hit, not allowing the opponent to air tech
  • Metered ender with very far corner carry
  • Requires the opponent to be at the proper height for j.214C to connect. Too high and the opponent may drop out mid-screen. Too low and the opponent will not get hit by j.214C leading to a heavy whiff punish
  • Wall bounces the opponent at top of screen height
  • Due to the high scaling as an ender, the opponent will air tech extremely high and any semblance of okizeme may be impossible
  • Used solely as a high damage ender to close out a round
  • Launches the opponent but due to the long untechable time granted by j.236C, can be used as a pseudo-knockdown instead of a combo extension
  • Low damage for a meter extension compared to j.214C
  • Longer frame advantage allows for other kinds of safe-jump setups
  • Optimized combos with maximum scaling may allow opponents to air tech if the j.236C does not hit at the correct height
  • Combos into IW for significant knockdown time
  • Allows Akatsuki to push the opponent a considerable distance before they're able to tech
  • If a bounce is available, can also combo into IW from 214B
  • If doing the 214B route into IW, a button can be added between 2C and 6C as per normal routes
  • Resets into midscreen with very little frame advantage
  • Damage increase over IW is minor in most combos
  • Generally not used as the positioning reset and lack of frame advantage may be punishing in many matchups
  • Its vertical hitbox can be used to salvage combos into high damage if required

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
  • Basic midscreen BnB
  • Easy but does minimal damage
  • Jump route against standing opponents only
  • Decent damage and can replace 2C 6C.. ender with dash AT
  • UNICLR standing route using j.6[C] against standing opponents only
  • Can omit 66B 5A for an easier combo
  • Can replace 2C 6C.. ender with dash AT
  • Basic midscreen BnB from 6C
  • Easy but minimal damage
  • Can replace j.A... with j.AT. Delaying the j.AT or omitting 5C may be required depending upon the opponent's height.
  • Fireball-less relaunch route from 6C
  • Good damage and screen carry
  • Off 5A/2A starters, the 6C can be ommitted for stability
  • Low damage AT route from 6B extension
  • Used in place for AT where 214[A] may not hit correctly for combo extension
  • Alternative relaunch route
  • Good corner carry and decent damage
  • Good for confirms off far hits where other relaunches or routes may be unstable or impossible (i.e close to tip 2B/5B)
  • Midscreen side-swap combo using 214[A] routing
  • May require a slight delay on j.B for higher scaling starters
  • 6C before 214B can be ommitted for stability
  • Can replace sequence after 214[A] cl.5B cl.5C with AT for okizeme and/or side-swap
  • Air throw may need to be delayed depending on the opponents height when juggled. cl.5C can be ommitted for stability.
  • Midscreen same-side route using 214[A]
  • High damage but difficult and generally not practical
  • 2B can be replaced with f.5B for an easier dash-under but will affect the timing of the subsequent combo
  • Midscreen same-side route using 214[A]
  • High damage but difficult and generally not practical
  • Does not work on Chaos/Eltnum. Enkidu/Gordo/Merkava/Orie/Vatista requires a slight delay on j.B.
  • Fireball pickup-route
  • Low damage relative to other corner routes
  • Can be done reliably from far range
  • Used when late confirming from 2C where 6B is not possible
  • 2B can be replaced with f.5B to avoid SMP
  • Stable, easy fireball relaunch route.
  • Decent damage, can be done off most starters.
  • Used when confirming into 2C
  • Replace cl.5C 236A with f.5B 5C if done after significant starter scaling (i.e Assault starter)
  • Dashout route
  • Decent damage
  • Can be done from mid-range or closer
  • Used when late confirming from 2C where 6B is not possible
  • 2B can be replaced with f.5B to avoid SMP
  • General high damage corner route
  • 236A can be ommitted for stability on high scaling starters (e.g 5A)
  • Low scaling starters (e.g 5B) can add cl.5B before 236A for stability to assist in landing 236A at the correct height


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
  • Alternate 214[A] confirm
  • Does not side-swap
  • Alternate route good for confirming off tip 2C/6B
  • Only works on Waldstein, Gordeau, Merkava, Seth, Yuzuriha, Hilda, Chaos, Enkidu, Eltnum
  • All other characters will side-swap after 214[A] leading into standard routes
  • Can also work off 2C w.xA starter but the dash link is very tight
  • Alternate 214[A] confirm
  • Variation of OTG side-swap
  • Can also work off 2C w.xA starter but the dash link is very tight and will only work from mid-range
  • Alternate 214[A] confirm
  • Double side-swap route into same side
  • High damage but difficult and generally not practical
  • Confirm off 2C 2A/5A rebeat into air throw ender
  • Low damage but reliable as 214[A] repeat proration does not allow for AT
  • Confirm off 2C 2A/5A rebeat into 214B ender
  • High damage go-to confirm from 2C w.xA
  • Counter-hit confirm route into relaunch
  • 2C has enough hitstun on counter-hit that it can fully recover and this combo is still possible
  • Slightly more optimal confirm off 2C 2A/5A rebeat into f.5B pickup off j.C
  • Only works on Hyde/Linne
  • Neta corner combo
  • Only works on Wald/Merk/Gordo
  • 2C 2B confirm. 2B can be delayed to confirm into this routing for comfort while still having high damage.
  • Easy reliable confirm off w2A. Works as long as 66B connects with the opponent.
  • High damage w2A route. Requires to be in 66B range (Approx backdash distance).

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
  • Standard 6C confirm into fireball relaunch
  • General go to punish with good carry and damage
  • 6C confirm into microwalk 6C for 214[A] juggle
  • Side swaps with opponent
  • Can dash 6C instead of microwalk
  • Can do j.B j.C j.A f.5B 6C 214B ender instead of AT for side swap carry
  • Can omit 236A walk 6C for stability
  • Advanced higher damage midscreen 6C route
  • Standard 6C punish route
  • High damage, simple route with generous timing
  • Linne requires 2B instead of the first cl.5B
  • 6C into dashout route
  • Builds just over 100 meter in vorpal, allowing you to end in CVO IW for 5192+ damage from 0 meter
  • Builds just over 100 meter without vorpal. Allowing also ending in 214C for 4695
  • Bathwater loop. Neta combo.
  • Can replace 66B(x2) with extra cl.5B loops with use of CS or from CH 6C

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
  • Autopilot confirm 236A
  • Requires 66C to counter-hit within half its range or closer
  • Autopilot confirm 236A
  • Requires 66C to counter-hit within half its range or closer
  • Will side swap, can opt to air throw to maintain same side
  • Requires counter-hit for the extended hit-stun
  • Whiff 214A to move forward and recover faster
  • Easy version of 66C CH routing
  • f.5B needs to hit from within half its range
  • Can opt to omit 6C for stability
  • Requires counter-hit for the extended hit-stun
  • Requires counter-hit for extended hit-stun
  • Requires a deep f.5B hit for 6B to connect
  • Non-ch route from 66C into j.6[C] to stabilise into standard relaunch route
  • Short dash before 6D j.6[C] required
  • Non-ch route from 66C into j.6[C] to stabilise into standard relaunch route
  • Short dash before 6D j.6[C] required
  • Slightly altered route into 214[A] for side-swap
  • High damage corner route
  • Delays may be required if 66C hits from further away
  • Requires a low j.8C hit
  • Cannot be done when back is to the wall unless on CH
  • Requires a low j.8C hit
  • Cannot be done when back is to the wall unless on CH
  • High air to air counter-hit route
  • j.214A may need to be slightly delayed if the opponent is too close
  • If j.8C hits while falling, j.214A can be omitted
  • Non-CH air to air route.
  • Whiff j.214B to move slightly closer to do a little bit more damage(~200).

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
  • Universal relaunch route off knockdown starters
  • Lower damage than fireball relaunch route but
  • Works off almost any distance
  • Fireball relaunch
  • Can do a dash buffered 66B to move slightly closer to stabilise the route
  • Basic high damage corner route
  • May need to delay from both f.5C and 236A if the starter connects from further away
  • Dashout route from corner
  • Stylish mid-screen route with j.236A juggle
  • Stylish corner route with j.236A juggle

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
  • Midscreen confirm off 236A hit into fireball relaunch
  • Midscreen confirm off 236A hit into fireball relaunch
  • Simple confirm off close 236x hit
  • Confirm into high damage route
  • Works off any distance confirm as long as f.5B connects
  • Higher damage confirm from 236A
  • Only works at or beyond near tip 66B spacing
  • Can work from closer or from 236B starter on counter-hit
  • Long distance confirm from 236x
  • Can only be done from backdash or further spacing from the opponent
  • 66C will effectively be untechable until touching the ground. Delaying the 66B can help combo stability
  • Long distance confirm from 236x
  • Can only be done from backdash or further spacing from the opponent
  • 66C will effectively be untechable until touching the ground. Delaying or omitting the 66B can help combo stability
  • Requires j.236A to hit pointblank
  • Requires j.236A to hit pointblank
  • Microdash f.5B link to connect combo
  • Simple corner confirm
  • Will work as long as f.5B connects
  • Basic confirm taking advantage of the increased untechable time from counter-hit
  • Dashout route
  • Simplified optimal confirm

214x Starters

Combo Damage Cost Meter Gain Location
  • Confirm off mid-screen 214B with CS.
  • For when 214B hits in neutral to convert into good damage and corner carry.
  • Confirm off mid-screen 214B with 100 meter.
  • For when 214B hits in neutral to convert into good damage and corner carry.
  • Confirm off mid-screen 214B with CS.
  • Dash 6C route for 214[A] side-swap
  • Can go for air throw or other 214[A] routes instead
  • Difficult combo
  • Easy metered confirm off 214B for large damage.
  • Can be used as an ender off 214B if there is a knockdown remaining in the combo.
  • Cancel into IW when Akatsuki lands on the ground after the 3rd kick
  • Resourceless corner combo for raw 214B hit into high damage
  • 214B cl.5B is technically a 3f link due to the buffer. Ensure this can be done consistently.
  • If too far away for cl.5B, f.5B can be used to OTG directly into 6B. With sufficient delay 214B f.5B f.5B 6B can also be used as a confirm as cl.5B will not combo into 6B.
  • Dash-out route
  • Sideswap route off grounded 214C hit.
  • wj.214A cl.5B can be replaced with 66B to keep same side
  • CS combo when opponent is above Akatsuki's head (i.e anti-air), out of range of connecting j.2C
  • Standard 214C route
  • Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C
  • Hyde requires a delay cl.5B
  • Linne requires cl.5C instead of cl.5B
  • Dashout route
  • Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C
  • Hyde requires a delay cl.5B
  • Linne requires cl.5C instead of cl.5B
  • Only works on standing opponents hit by 214C, requires opponent to be in corner by the end of 214C
  • Use cl.5C instead of the first cl.5B on Linne
  • Delay cl.5B on Hyde

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
  • Stable grounded confirm from 22A into instant 236C (e.g safe 22A)
  • As with all 214[A] routes, can replace the route post-214[A] with AT
  • Confirm off delayed j.236C
  • Used when 22A connects as an anti-air and Akatsuki is forced airborne
  • Basic 22A CS Combo
  • Trade combo when trading with opponents A normals
  • Alternative trade combo when trading with opponents A normals
  • Anti-air confirm from 22A CH. Requires opponent to be in the corner
  • Combos from at minimum assault height. From higher up, slower buttons (e.g cl.5B) can be used to link for a better a combo
  • Height specific anti-air confirm. Requires the opponent to be hit near peak jump height
  • Trade combo
  • Basic 22B CS combo
  • j.2C can hit from behind for a sideswap if dashing under at the correct timing
  • Higher damage midscreen route utilizing cl.5B f.5B extension
  • Simple sideswap route
  • Can be done facing out of the corner
  • Optional sideswap with w.j.214A
  • Requires a slight distance away from the corner before cl.5B
  • Alternative sideswap route
  • Can be done facing out of the corner
  • Can be potentially easier than dash crossup j.2C
  • 22B(3) confirm after all hits of 22B
  • Delay j.B until just before hitting the ground
  • More advanced route for a bit more damage
  • Delay j.B until just before hitting the ground
  • Optimal damage from 22B(3) midscreen.
  • Impractical neta route
  • Requires the opponent to be near roundstart position
  • Basic high damage 22B CS corner confirm
  • Only works Akatsuki is facing the corner
  • Combos opponent back into the corner
  • Only works Akatsuki is facing the corner
  • Alternative advanced neta 22C combo for more damage and side swap

Force Function Starters

Combo Damage Cost Meter Gain Location

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
  • This can be done from midscreen j.2C (e.g 2C j.2C) or corner combos (e.g j.8C j.2C)
  • Drops at high scalings
  • Can safe-jump after when near the corner
  • Due to the opponent being airborne when getting hit by VO, if Akatsuki is too close to the corner, they may fly over his head. A short backwalk can be performed to maintain corner positioning
  • Even with the wallbounce and Akatsuki further away from the corner, a safejump can still be performed after this
  • Delaying the air series can allow formore reliability in connecting the VO or controlling the opponent bouncing over Akatsuki
  • Similar to j.2C route in the corner but is a bit more lenient on scaling and timing.
  • j.6[C] needs to hit low to the ground to land this reliably
  • Distance and scaling specific route. Requires low scaling and for the opponent to bounce into VO after the wallbounce (approx 1/2 screen away from the corner)

Anti-Air Combos

Combo Damage Cost Meter Gain Location

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
  • Combo requires Akatsuki to be within wall to round start distance from the corner away, or within CVO range from the wall after 214C
  • Can be done in the corner but more optimal routes are available
  • Builds the 100 meter required to CVO and thus does not require any resources.

Combo Videos / Compilations

External Links

Akatsuki Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-11-11 by Firery.

93% complete
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
  • Missing minor frame data
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Strategy
  • Outlined basic strategy and tools
  • Added detailed strategy section
  • Added some matchup tips
  • Add general matchup summaries
  • Add extensive matchup tips
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Combos
  • Added basic bnbs for beginners
  • Added combo FAQ and okizeme theory
  • Complete combo encyclopedia
  • Complete beginner combo 'Akatsuki Trials' video
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