 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Akatsuki's character page for the latest version (UNICLR), click here.
|
“
|
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...?
“
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EX...S...? I fear the power of this device is classified.
I cannot disclose that information.
|
”
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Gameplay
Akatsuki is a strong, well-rounded character with good damage. He excels at close to mid range and has options to cover most situations.
His basic gameplan revolves around playing a very shoto-like neutral to get in and maintain offense. He boasts his strong hitboxes with fast startup that allow him to contest his opponents at close range. Once he gets in, it is difficult to get him off.
Akatsuki's neutral suffers at further ranges as his ground mobility is locked to a step dash. His normals can't fight back at long ranges and has to rely on dash-blocking and using 236A to get in. His high/low mix-up is also at an average level and has to play more around close-range neutral, frame traps, and tick throw.
From squish and Juushichi's Akatsuki Primer
Strengths |
Weaknesses
|
- Strong close ranged buttons with great frame data for offense or defense.
- Some of the highest meterless damage of the cast when in the corner.
- One of the best back dashes in the game (tied with Hyde and Gordeau).
- Has various ways to keep himself even or plus on block at mid range and closer.
- 22X Uppercut reversal that is difficult to cross up, B version has full invul.
|
- Akatsuki lacks safe long range options in contrast to the rest of the cast.
- Locked step-dash distance instead of run can hurt him against defensively evasive opponents.
- Has some midscreen combos can be back teched, forcing him to chase down characters again.
- Lacks some easy traditional anti-air/assault option select buttons (ala Gordeau 2C, Hyde 3C).
|
Character Stats
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
1000
|
-800
|
4
|
39
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
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5
|
3000
|
0
|
3000
|
Note: Dash Distance is 52400
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
5
|
22
|
-34500
|
1~8 Full 9~10 Throw
|
Unique Trait
- Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
- Can air throw.
Vorpal Trait
- Successful Force Function counter has proration reduced.
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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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
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
5A 5A 5AA 5AA
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5A
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
|
190
|
Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
|
2
|
12
|
18
|
-1
|
-
|
A quick standard jab.
- Decent horizontal and vertical range.
- Staple combo starter and pressure tool.
- Good stagger window.
- Situational anti-air.
- Can be cancelled into itself on whiff.
- Can OTG against certain characters.
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5AA
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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190
|
Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
4
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15
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25
|
-6
|
-
|
Smart Steer follow up after 5A. It moves Akatsuki forward.
- Same range as 5a.
- Good pressure tool for staggers and tick throws.
- Fairly small stagger window.
- Can be avoided when rapid-firing 5a on block by doing 5a8a instead, which will do a similar animation but with the same properties as 5a.
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|
f.5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
3
|
16
|
25
|
-3
|
-
|
A far reaching horizontal kick.
- Akatsuki's best poke.
- Moves him forward.
- Fast and pretty good range.
- Is able to OTG at most ranges
- Good stagger window.
- Can be hard to confirm from at extreme ranges.
|
|
c.5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
|
Mid
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N, SP, EX, CS
|
-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
4
|
12
|
22
|
±0
|
-
|
A close elbow strike.
- Can only be done from close up.
- Short range.
- Very good pressure tool for tick throws because of it's frame advantage.
- Also very good for stagger pressure due to it's good stagger window.
- Very situational anti-air
- Can be chained into f.5b by pressing 5bb.
- Can OTG from close up
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|
f.5C
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Damage
|
Guard
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Cancel
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Property
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Cost
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Attribute
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690
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
|
10
|
4
|
21
|
34
|
-7
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7~13 Head
|
A far reaching roundhouse.
- Good poke with good range.
- Good stagger window made a bit worse with it's somewhat long blockstun.
- Good anti-air when c.5c doesn't come out instead.
- Essential tool for a lot of midscreen combo routing.
|
|
c.5C
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
5
|
12
|
25
|
+1
|
-
|
A short knee kick.
- Akatsuki's only normal that is plus on block.
- Sometimes nice pressure tool .
- Utility is hindered by it's massive pushback.
- Has a good stagger window which is made not very useful due to the long blockstun.
- Good meaty due to it's active frames and frame advantage.
- Can OTG at most ranges.
- Can come out instead of f.5c when trying to anti-air sometimes, which is problematic since this one doesn't have any head invul.
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|
Crouching Normals
2A
2A 2A 2AA 2AA
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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180
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
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5
|
2
|
12
|
18
|
-
|
-
|
A quick crouching jab.
- Slightly shorter range than 5A.
- Standard tool for reverse beats.
- Good pressure tool and stagger window.
- Can be chained on block and on whiff into 2aa.
- Can OTG against certain characters, although less characters than what 5A can do.
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Damage
|
Guard
|
Cancel
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Property
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Cost
|
Attribute
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180
|
Low
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N, SP, EX, CS
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-
|
-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
5
|
2
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12
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18
|
-
|
-
|
A quick jab followup after 2a
- Exact same move properties as 2a with a different animation
- Can be chained back into 2a on block or on whiff
|
|
2B
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Damage
|
Guard
|
Cancel
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Property
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Cost
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Attribute
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490
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Low
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N, SP, EX, CS
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-
|
-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
8
|
5
|
11
|
23
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±0
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-
|
A standard low kick.
- A very good fast low poke, especially when done while dashing.
- Good pressure tool for ticking into throws thanks to it's frame advantage.
- Somewhat limited stagger window compared to some of Akatsuki's other normals.
- Also a good normal for meaties due to it's long active window and frame advantage.
- Can be hard to confirm from at extreme ranges since f.5C and 2C can whiff sometimes.
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|
[movename]
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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680
|
Low
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N, SP, EX, CS
|
Launch
|
-
|
Strike, Foot
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Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
11
|
5
|
19
|
34
|
-6
|
-
|
A far reaching sweep kick.
- Good far low poke.
- Very good stagger window.
- Essential normal to confirm into the more damaging midscreen routes like fireball relaunches.
- Also a good normal for rebeats.
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|
Air Normals
j.A
j.A
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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150
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H,AS
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N,SP,EX,CS
|
-
|
-
|
Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
7
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6 [2 on landing]
|
19
|
Varies
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-
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A flying knee attack. This move has decent range and can be used to go for tick throws after jumping in. Good air-to-air.
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|
j.7/9B
j.7/9B Forward/Backward Jump
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
|
510
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H,AS
|
N,SP,EX,CS
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-
|
-
|
Head
|
Startup
|
Active
|
Recovery
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Overall
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Advantage
|
Invul
|
10
|
6
|
15 [3 on landing]
|
30
|
Varies
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-
|
- Can only be performed from a forward or backward jump.
A long reaching kick that is great for cross ups. Has a decent vertical hitbox, allowing for rising j.9B confirms on standing opponents.
|
|
j.8B
j.8B Neutral Jump
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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456
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
19 [3 on landing]
|
28
|
Varies
|
-
|
- Can only be performed from a neutral jump.
A wide hitting kick. While this move has a great hitbox, it is only doable from a neutral jump which neuters it's utility. Mostly used during corner combos.
|
|
j.7/9C
j.7/9C Forward/Backward Jump
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
15 [4 on landing]
|
30
|
Varies
|
-
|
- Can only be performed from a forward or backward jump.
A chop attack similar to his 6B animation. Does more damage and is a better combo starter than j.9B, but is just a little shorter. Very good during assault mix-up/throw baits.
|
|
j.8C
j.8C Neutral Jump
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
14 [4 on landing]
|
26
|
Varies
|
-
|
- Can only be performed from a neutral jump.
Just like j.8B, this move can only be done from a neutral jump which means it's utility is limited. It causes wallbounce like 66C and is an important tool for Akatsuki's corner combos.
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|
Command Normals
6B
Helm Crusher 兜割り 6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
2
|
22
|
48
|
-6
|
-
|
An overhead chop with great range. While this move is slow and punishable, Akatsuki is one of the few characters who possesses a standing overhead that is not a charge move which makes it decent to use for high/low mixup with 2B and 2C. Use this move against opponents who mistime their low shield to GRD break them.
|
|
6C
Jaw Crusher 顎割り 6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1210
|
H,L
|
CS,?
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
29
|
41
|
-16
|
Head invincible frames 7~12
|
- Can only be Special and EX cancelled against airborne opponents
Akatsuki's staple launcher. A very important move that is used to confirm into basically every combo. It is also Akatsuki's best starter. It is very punishable on block, but can be chain shifted on block, allowing for it to be used more to poke and frame traps when in vorpal. Has good head invuln, so it can also be used as an anti-air, making it a very rewarding way to punish obvious/bad jumping.
|
|
j.6C
Skull Crusher 頭蓋割り j.6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
H,AS
|
SP,CS,EX
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
4
|
until land+4
|
-
|
Varies
|
-
|
Has a hitbox and animation similar to the last hit of 214B. Causes knockback on grounded hit and knockdown on air hit. Has strong frame advantage when done out of an assault. Even if it is shielded at the top of an assault, it is only -1!
|
|
j.2C
Tile Crusher 瓦割り j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
H,L,AS
|
(CS),(EX)
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
until land+1
|
13
|
-
|
-1~0
|
Foot attack invincible frames 17~landing
|
A downward strike that shatters the ground. This move a few good uses in neutral in catching anti-airs and throws attempts. Is used in most corner combos.
|
|
Dash Moves
66B
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
H,L
|
SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
12
|
23
|
-2
|
-
|
A dashing version of his c.5C. Does not have much utility outside of combos.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
H,L
|
SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
19
|
32
|
-4
|
-
|
A long ranged horizontal kick. Great for neutral and corner fireball pressure. It cannot be followed up midscreen unless on counter-hit or with resources.
|
|
Universal Mechanics
Force Function
Reflector 攻勢防禦 B+C Standing version Standing version
|
B+C,2B+C Grounded
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
36
|
-
|
-
|
j.B+C Air
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[12 on landing]
|
36
|
-
|
(Standing) Counters Mid/High Strike frames 1~12, (Crouching) Counters Mid/Low Strike frames 1~12, (Air) Counters Air Blockable Strike frames 1~12
|
A parry that counters strikes. When parrying a projectile, the follow-up attack does not come out. This is useful in situations where an opponent uses a projectile to cover their approach.
|
Attack
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H,L
|
(SP),(EX)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
6
|
20
|
-
|
-6
|
(Grounded) Strike invincible frames 1~29, (Air) Strike invincible frames 1~23
|
After parrying any physical attack, Akatsuki does an invincible follow up attack that can be special cancelled allowing for a short combo. While in vorpal, combo damage is less prorated.
|
|
Throw
Throw A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1632
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+18
|
-
|
Akatsuki grabs the opponent and shocks them.
|
|
Air Throw
Air Throw j.A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1100
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
3
|
1
|
[11 on landing]
|
-
|
+
|
-
|
One of the few characters that has an air throw. The air throw slams the opponent to the ground, and can be followed up the same as j.2C with 5B or c.5C into a full combo. Akatsuki can combo into air grab in different routes in order to secure a good knockdown midscreen.
|
|
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
Blitz Shot
Blitz Shot 電光弾 236X
|
236A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
925
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
106(max)
|
32
|
44
|
-6~+x
|
-
|
A slow moving ball of electricity. Has plenty of good uses, such as letting you safely charge GRD, cover your approach, or even be plus if spaced properly during blockstrings.
|
236B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
925
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
63(max)
|
34
|
46
|
-6~+x
|
-
|
Travels faster than the A version but has more recovery and is less safe. Launches on hit.
|
236C EX Multi
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
82(max)
|
35
|
43
|
+7~+x
|
Throw invincible frames 1~3
|
Simultaneously shoots 3 projectiles. Can be used to reset pressure at the end of a blockstring.
|
|
Blitz Shot (Air)
Blitz Shot (Air) 電光弾 j.236X
|
j.236A 45 degree
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
47 (max)
|
[12 on landing]
|
-
|
-12~+x
|
-
|
Aerial version of 236X that fires at 45 degree angle. Can somewhat be used to bait anti-airs, but overall has very poor utility.
|
236B 50 degree
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
53(max)
|
[12 on landing]
|
-
|
-10~+x
|
-
|
Same as the A version, but instead fires at 50 degree angle.
|
236C EX Multi
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
46(max)
|
[12 on landing]
|
-
|
+8~+x
|
Throw invincible frames 1~3
|
Simultaneously shoots 3 projectiles. Trajectory is the same as the B version. This can be used to make 214B mixup safe and restart pressure. It is also the preferred super to use when going for max damage in combos.
|
|
Armor Pierce Kick
Armor Pierce Kick 徹甲脚 214X 1st hit 1st hit 214B 2nd hit 214B 2nd hit 214B 3rd hit overhead 214B 3rd hit overhead
|
214A 1 hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
14
|
28
|
-2~+1
|
Foot attack invincible frames 11~14
|
Kicks once. Can be used to crush certain low attacks. On counterhit, causes knockback and allows for a pick-up into a full combo.
|
214B 3 hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
570*3(1544 3-hit)
|
H,L/H
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3(6)5(4)4
|
18
|
48
|
-4~-1
|
Foot attack invincible frames 9~30
|
Tatsu kick that hit three times with the last hit being an overhead. Can only be punished on block if the 3rd hit is shielded. With resources, this is a very strong neutral tool. During blockstrings, cancel into j.236C or 236C to reset pressure. If you chain shift after the second hit, you can punish shields or attempt a high/low with j.5C/2a. This move can also be used to chase down reversal back dash. If spaced properly and first two hits whiff, the third hit will connect on frame 27~30 overhead.
|
214C EX Multi
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1894
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
1(6)1(6)1(6)1(6)1(6)1(10)3
|
27
|
82
|
-12
|
Throw invincible frames 1~3, Projectile invincible frames 3~55
|
Multi hitting kick super. Very little utility, but in rare cases can be used to deal with projectiles.
|
|
Armor Pierce Kick (Air)
Armor Pierce Kick (Air) 徹甲脚 j.214X 1st hit 1st hit B 2nd hit B 2nd hit B 3rd hit overhead B 3rd hit overhead
|
j.214A 1 hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
536
|
H,L,AS
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
7
|
[8 on landing]
|
-
|
-x~-6
|
-
|
Pretty much the same as the ground version, but practically useless.
|
j.214B 3 hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
456*3(1235 3-hit)
|
H,L,AS/H,AS
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3(8)2(9)4
|
[12 on landing]
|
-
|
-x~-4
|
-
|
Same as the ground version. Aside from j.7/9C this is his staple air combo ender. It does not knockdown and the opponent can always air tech after getting hit by this.
|
j.214C EX Multi
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1673
|
H,L,AS
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
1(6)1(6)1(6)1(6)1(6)1(10)3
|
[12 on landing]
|
-
|
-x~-15
|
Throw invincible frames 1~3, Projectile invincible frames 4~56
|
Practically the same as the ground version.
|
|
Human Cannon
Human Cannon 人間迫砲 22X
|
22A 1 hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1360
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
7
|
29
|
40
|
-18
|
Throw invincible frames 1~8, Head invincible frames 9~11, Dive invincible frames 5~11
|
Akatsuki launches into the air with an electric punch.
|
22B 3 hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
736,536,736(1773 3-hit)
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
14
|
39
|
55
|
-29
|
Completely invincible frames 1~8, Strike invincible frames 9~12, Head/Dive invincible frames 9~16
|
A strong reversal tool that hits vertically. Great tool to use after chain shift.
|
22C EX Multi
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420*6(1947 6-hit)
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
6(2)2(4)3(3)4
|
29
|
57
|
-31
|
Completely invincible frames 1~4, Strike invincible frames 5~21
|
One of the more important tools for Akatsuki at neutral. 22C is cancellable from both 236A and 236B even on whiff. When spacing you want to trick your opponent into jumping over your fireball then cancel into this move. You can also link after EX fireball in the corner for the kill.
|
|
Super Moves
Infinite Worth
Kamikaze 神風 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3919
|
H,L,A
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
4(4)8
|
36
|
64
|
-18
|
Completely invincible frames 1~28, Throw invincible frames 29~31
|
This super is only recommended when it will kill your opponent. In some cases, use as a punish when the opponent throws a fireball.
|
|
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.
|
|
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links