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BBTag Akatsuki Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Mid-range, Aggressive
Team role


"I am the indomitable Thunder God!"


An officer for the Gesellschaft war instituition, trained with martial arts for a task: to protect the Gesellschaft's new invention, a massive Blitz Engine in a submarine through a trip in the Artic. Little did he know, the submarine was stuck in the ice, and Akatsuki only remained alive in cryogenic stasis. 50 years later, Akatsuki wakes up to a new landscape, and realizing this was a plot for the Gesellschaft higher ups against him, he decides to go on a rampage to destroy all Blitz Engines, equipped with his own, as the reawakened Thunder God.



Strengths Weaknesses
  • Very solid screen carry. Optimal combos can carry fullscreen with little to no effort
  • Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs
  • Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage
  • High solo damage, specially in the corner where he does not need meter to extend combos.
  • Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.
  • Can unload all of your meter in a single combo, making him a monster in resonance.
  • B Smart combo makes Akatsuki airborne, limiting followup/cancel options
  • Due to Reflector being his reversal action while his Shoryuken-type special Human Cannon is assist only, Akatsuki both no longer plays like a classic shoto and has lost access to a reliable anti-air reversal
  • Somewhat weak mid-range game
  • Needs meter to extend his combos midscreen
  • His burst hitbox is on the smaller side.

Normal Moves[edit]

BBTag Akatsuki 4A.png
BBTag Akatsuki 4AA.png
BBTag Akatsuki 4AAA.png
Close B, but chainable?
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 6 2 12 0

A jab. Akatsuki's old 5A, and jump cancellable. This is a pretty valuable tool at close range thanks to both its speed and 4AA's properties, making it a move you'll use often to reset pressure after things like 214A.

4AA 1000 All 7 4 13 -3

Another jab. Akatsuki's old 5AA smart steer, and jump cancellable. It retains its most important property, too; on hit or block, Akatsuki will move forward! This is an ideal move for closing the distance on your opponent, so use it well. If 4A whiffs and you use it again, the animation for this will play, but will functionally be the same as 4A if it hits.

4AAA 1500 All 7 4 12 +1

An elbow. Akatsuki's old 5AAA smart steer, and jump cancellable. With how this is +1 on block, expect to use this a lot to force your opponent to respect you. An easy frame trap is to slightly delay into 5A.

BBTag Akatsuki 5A.png
Two frames slower, but still good!
BBTag Akatsuki 5AA.png
Another kick
BBTag Akatsuki 5AAA.png
4AAA uses only my fists, so I only use my legs here
BBTag Akatsuki 5AAAA.png
Actually, forget it
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 9 3 16 -2

A kick forwards. Akatsuki's old 5B. This is a bit slower than it is in UNIST, but since it still moves Akatsuki forward a bit on use and has decent range, this still remains an excellent poke and tool for the midrange. This is the only part of his autocombo that's jump cancellable on block.

5AA 1500 All 9 3 19 -5

Another kick. Akatsuki's old 66C. Combo filler.

5AAA 1700 All 10 4 21 -6

A stylish kick. Akatsuki's old 5C. Still has a decent hitbox below the leg, so this should be able to consistently hit. Combo filler.

5AAAA 2000 All 5 6 28 -13

Akatsuki uses the blitz motor to create an explosion in front of him. Due to its lack of followups and the fact that it's punishable if 5AAA is pushblocked, you won't be using this for anything other than a Cross Raid.

BBTag Akatsuki 5B.png
Don't miss this
BBTag Akatsuki 5BB.png
Get up here!
BBTag Akatsuki 5BBB.png
Get down there!
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 10 5 24 -10

Akatsuki brings his hand forwards in an uppercut. His old 6C. Head invulnerable and moves him forward slightly, but can be a bit tricky to use. Even though this is an anti-air and launches the opponent, you strangely cannot jump cancel this.

5BB 1500 All 11 2 14+10L -9

Akatsuki jumps into the air with a kick. Combo filler. This can be special cancelled, which allows you to make it slightly more safe by using j.236A if blocked. Just like 5B, it cannot be jump cancelled.

5BBB 0*2, 3000 All 7 6 ??+0L -

Akatsuki's old air throw...sort of. It will only grab an opponent in hitstun. This won't come out if 5BB is blocked prior. This can be special or super cancelled, which you'll mostly use for either his tatsus or 214B+C to extend combos, or 236B+C to end them.

BBTag Akatsuki 5C.png
The Chad Chop
Damage Guard Startup Active Recovery Frame Adv.
1500 High 22 3 24 -10

An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this.

BBTag Akatsuki 2A.png
From not being a low, to being a low, back to not being a low....
BBTag Akatsuki 2AA.png
I repeat, not a low
Damage Guard Startup Active Recovery Frame Adv.
1000 All 7 2 12 -2

Akatsuki does a crouching jab. Not a low unlike in UNIST for some reason. You'll either be using 4A or 2B instead, as those serve the purposes of 2A much better; 4A starts pressure while being a frame faster, while 2B is your low.

BBTag Akatsuki 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 9 6 18 -7

A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button.

BBTag Akatsuki 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 12 5 19 -5

A sweep with the leg. Has a bit more range than 2B since it moves Akatsuki forward slightly, but this comes at the cost of being slower and having more recovery.

BBTag Akatsuki jA.png
Coming in!
BBTag Akatsuki 5BB.png
Hey, where have I seen this before?
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 3 18 -

A jumping kick. Akatsuki's old j.7/9B. A decent jumpin normal due to the angle and can even be an air to air tool, but is a bit lacking in that regard.

j.AA 1500 High 8 2 19 -

Akatsuki kicks his leg upwards. Combo filler, but Akatsuki's air game is heavily limited, so you won't see this much. Can at least link into j.C if close enough.

BBTag Akatsuki jB.png
Air Chad Chop
Damage Guard Startup Active Recovery Frame Adv.
1700 High 12 4 25 -

An aerial chop. Knocks an aerial opponent down on hit, but the knockdown is worse than j.C in that regard.

BBTag Akatsuki jC.png
Who needs to dive kick when you got your fists?
Damage Guard Startup Active Recovery Frame Adv.
1000, 1500 High 20 Until L,2 21 -4

After a brief delay, Akatsuki crashes downwards in a fierce punch. The knockdown from this move is so great that it guarantees a safejump. Can be an instant overhead, which is important because this move preserves Akatsuki's momentum. This makes it ideal for not just a crossup, but also a perfect setup for a sandwich scenario if you can use an assist that can cover the recovery of this move. You won't be able to follow up with this move solo, so you'll have to use an assist, where it will have good proration.

Universal Moves[edit]

Ground Throw[edit]
Ground Throw
BBTag Akatsuki GroundThrow.png
Shock This!
Damage Guard Startup Active Recovery Frame Adv.
0, 200*4, 1200 Throw 7~30 3 23 -

Akatsuki uses the blitz motor to shock the opponent before making a small explosion. Pops the opponent into the air, making it easy to combo out of.

(Air Ok)
BBTag Akatsuki Reflector.png
BBTag Akatsuki ReflectorAttack.png
Now go!
Version Damage Guard Startup Active Recovery Frame Adv.
Parry - - - - 45 -

Counter-type reversal. Akatsuki brings his arms up to project a shield. If hit, Akatsuki will either punch forward if the attack was physical, or do nothing (and cancel the recovery) if the attack was a projectile or partner move. An important change from UNIST is that if you counter a physical attack, you cannot choose your followup; Akatsuki will always punch. This means this loses to physical attacks with long hitboxes; say goodbye to parrying every hit of Merkava's supers. You'll really get the most out of it when countering a projectile, but since those aren't done up close, what you can do to punish them is limited. At the very least, cancelling into 236B+C is a good, long range punish, and 214BC can lead into a combo if close enough, or be a high damage punish to a partner.

Attack 2500 Air Unblockable 6 4 20 -5

The punch. The range is a bit lacking, but gets the job done.

Air Parry - - - - 45 -

Same as your grounded parry, but in the air.

Air Attack 2500 All 6 4 Until L -

The aerial punch. For some reason, this is blockable, but you probably won't encounter a situation where this matters.


Blitz Shot[edit]
Blitz Shot
(Air OK)
BBTag Akatsuki BlitzShot.png
BBTag Akatsuki AirBlitzShot.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1500 All 10 Until Hit Total: 44 -13
  • Slower fireball

Slow enough that you can kind of run in behind this, but fast enough that it's not really great at that.

Ground B 1500 All 10 Until Hit Total: 46 -15
  • Fast fireball

For full-screen harassment

Air A 1500 All 10 Until Hit Total: Until L+7L -
  • Slower fireball, travels downward at about 45 degrees

The angle on this makes this not great outside of close range

Air B 1500 All 10 Until Hit Total: Until L+7L -
  • Fast fireball, angle is the same as j236A

Kind of redundant with j236A

Armor Piercing Kick[edit]
Armor Piercing Kick
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1850 All 11 4 6+9L -2
  • A single hop kick
  • Safe on block

Good for ending blockstrings

Ground B 1000*2, 1500 All*2, High 11 4(6)5(6)4 4+22L -4
  • A triple-kick tatsu
  • Last kick is an overhead

You're not going to catch anybody with the overhead on this, so it's more or less combo fodder or a cross-combo tool.

Air A 1850 All 11 4 Until L + 7L -
  • Like the grounded version, but in the air

This is still pretty safe, so you can do this after a blocked 5BB to make that safe(ish?)

Air B 1000*2, 1500 All*2, High 11 4(8)3 Until L + 20L -
  • Just like regular B tatsu, but in the air.
  • Akatsuki will bring the opponent to the ground regardless of height, and in resonance this can be super cancelled.

Extra Skills[edit]

Blitz Shot[edit]
EX Blitz Shot
(Air OK)
BBTag Akatsuki BlitzShot.png
Swiggy swootral, I now control neutral
BBTag Akatsuki AirBlitzShot.png
One man bullet barrage
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000*4 All 15 X{(5)X}*3 Total 54 -3
  • Travels slower than even 236A
  • His multiple times
Air 1000*4 All 15 X{(5)X}*3 Total Until L+7L -
  • Multi-hits
  • Travels 45 degrees downward

May have some kind of use in extended air combos?

Armor Piercing Kick[edit]
EX Armor Piercing Kick
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 700*6, 2000 All 7 1(6)1(6)1(6)1(6)1(6)1(10)3 11+10L -7
  • Wallbounce on hit

This is how you extend Akatsuki's limited combo game.

Air 700*6, 2000 All 7 1(6)1(6)1(6)1(6)1(6)1(10)3 Until L+10L -
  • Wallbounce on hit

Partner Skills[edit]

EX Armor Piercing Kick
BBTag Akatsuki ArmorPiercingKick.png
Damage Guard Startup Active Recovery Frame Adv.
500*3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12
  • Awesome 5P to start pressure in aggresive teams

Blitz Shot
BBTag Akatsuki BlitzShot.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All (18)+10 Until Hit Total: (18)+46 -15
  • Quick fireball assist

Human Cannon
BBTag Akatsuki HumanCannon.png
Oh, there's my DP
Damage Guard Startup Active Recovery Frame Adv.
1200, 800*2 All (18)+14 4,3,11 13+21L -29
  • The knockback is awesome for burst punishes
  • Good AA Assist

Distortion Skills[edit]

BBTag Akatsuki Kamikaze.png
"Blitz Motor engaged!"
BBTag Akatsuki Kamikaze2.png
"Brace for impact!"
Damage Guard Startup Active Recovery Frame Adv.
1000, 262*23, 782, 1304, 4428
[1000, 262*25, 782, 1304, 6514]
All 1+7 7 38 -24
  • If a fireball is parried this super can be used to punish from long distance

BBTag Akatsuki Thunderbolt.png
I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...
BBTag Akatsuki Thunderbolt2.png
Damage Guard Startup Active Recovery Frame Adv.
3980 [4980] All 6+10 4 32 -17
  • Allows free follow ups as it has a TON of hit stun.
  • Deals little damage in comparison to other Distortion Skills in exchange for free follow ups

Distortion Skill Duo[edit]

P during Main Character's Distortion Skill
BBTag Akatsuki Kamikaze2.png
Damage Guard Startup Active Recovery Frame Adv.
500, 250*2, 1000 [500, 300*2, 1400] All 1+1 7 38 -24

Astral Heat[edit]

222B+C "May the blossoms of my country forever bloom!"
BBTag Akatsuki Ouka2.png
"Let evil scatter before me!"
Damage Guard Startup Active Recovery Frame Adv.
- All 1+11 Until Hit Total 77 -45


60% complete
Page Status Score
Overview Strengths/Weaknesses header brought in line with other pages. Moves sections updated so notes can be added to individual parts of auto combos as well as the different strengths and versions of special moves 10/15
Combos /10
Strategy /25
Frame Data Complete, up to date for v2.0 50/50

Click here for the scoring criteria to assess character page completion.


Ambox notice.png To edit frame data, edit values in BBTag/Akatsuki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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