Difference between revisions of "BBTag/Akatsuki"

From Dustloop Wiki
Jump to: navigation, search
(Armor Pierce Kick)
 
(116 intermediate revisions by 23 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{| class="wikitable" style="float:right; margin-left: 10px; width:25%"
 
|-
 
|-
 
!Akatsuki
 
!Akatsuki
 
|-
 
|-
 
||
 
||
[[File:BBTag_Akatsuki_Portrait.png|350x500px|center]]
+
[[File:BBTag_Akatsuki_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Akatsuki/Data|SystemData}}
+
{{#lst:BBTag/Akatsuki/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
Line 15: Line 15:
  
 
;Team role
 
;Team role
:Point
+
:Support
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
Line 21: Line 21:
 
</div>
 
</div>
 
==Overview==
 
==Overview==
 +
{{Bio
 +
| name = Akatsuki
 +
| game = BBTag
 +
| quote = I am the indomitable Thunder God!
 +
| lore =
 +
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.
  
===Backstory===
+
}}
  
 
===Playstyle===
 
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
  
===Strengths/Weaknesses===
+
|pros=
'''Strengths'''
+
* Very solid screen carry. Optimal combos can carry fullscreen with little to no effort
*B Projectile is too fast
+
* Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs
*B Tatsu
+
* Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage
*EX Tatsu
+
* High solo damage, specially in the corner where he does not need meter to extend combos.
*Skull Breaking Axe Kick?!
+
* 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.
  
'''Weaknesses'''
+
|cons=
*B Smart Combo followup being Air cancel
+
* B Smart combo makes Akatsuki airborne, limiting followup/cancel options
*Due to Reflector being universal only, Akatsuki lost his classic shoto traits, such as losing his Shoryuken, which is now assist only
+
* 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.
 +
}}
  
 
{{#lst:BBTag/Akatsuki/Data|Links}}
 
{{#lst:BBTag/Akatsuki/Data|Links}}
Line 41: Line 54:
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_4A.png |caption=
+
|image=BBTag_Akatsuki_4A.png |caption=Jib
 +
|image2=BBTag_Akatsuki_4AA.png|caption2=Jab
 +
|image3=BBTag_Akatsuki_4AAA.png |caption3=Close B, but chainable?
 
|name=4A
 
|name=4A
 
|data=
 
|data=
{{AttackDataHeader-BBTag}}
+
{{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=4A}}
 +
{{#lst:BBTag/Akatsuki/Data|4A}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 +
{{!}}-
 +
{{AttackVersion|name=4AA}}
 +
{{#lst:BBTag/Akatsuki/Data|4AA}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|4A}}
+
{{AttackVersion|name=4AAA}}
 +
{{#lst:BBTag/Akatsuki/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|8|text= 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_5A.png |caption=Far 5B
+
|image=BBTag_Akatsuki_5A.png |caption=Two frames slower, but still good!
|image2=BBTag_Akatsuki_5AA.png |caption2=UNI only Dash C
+
|image2=BBTag_Akatsuki_5AA.png |caption2=Another kick
|image3=BBTag_Akatsuki_5AAA.png |caption3=Far 5C
+
|image3=BBTag_Akatsuki_5AAA.png |caption3=4AAA uses only my fists, so I only use my legs here
|image4=BBTag_Akatsuki_5AAAA.png |caption4=Explosive Blitz Shot
+
|image4=BBTag_Akatsuki_5AAAA.png |caption4=Actually, forget it
 
|name=5A
 
|name=5A
 
|data=
 
|data=
Line 65: Line 93:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Akatsuki/Data|5A}}
+
{{#lst:BBTag/Akatsuki/Data|5A}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Akatsuki/Data|5AA}}
+
{{#lst:BBTag/Akatsuki/Data|5AA}}
 +
{{!}}-
 +
{{Description|8|text= Another kick. Akatsuki's old 66C. Combo filler.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Akatsuki/Data|5AAA}}
+
{{#lst:BBTag/Akatsuki/Data|5AAA}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Akatsuki/Data|5AAAA}}
+
{{#lst:BBTag/Akatsuki/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_5B.png |caption=Signature 6C Launcher
+
|image=BBTag_Akatsuki_5B.png |caption=Don't miss this
|image2=BBTag_Akatsuki_5BB.png |caption2=Same as j.8B, and its ground version
+
|image2=BBTag_Akatsuki_5BB.png |caption2=Get up here!
|image3=BBTag_Akatsuki_5BBB.png |caption3=Air Throw
+
|image3=BBTag_Akatsuki_5BBB.png |caption3=Get down there!
 
|name=5B
 
|name=5B
 
|data=
 
|data=
Line 90: Line 127:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Akatsuki/Data|5B}}
+
{{#lst:BBTag/Akatsuki/Data|5B}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Akatsuki/Data|5BB}}
+
{{#lst:BBTag/Akatsuki/Data|5BB}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Akatsuki/Data|5BBB}}
+
{{#lst:BBTag/Akatsuki/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_5C.png |caption=Kabuto Wari 6B
+
|image=BBTag_Akatsuki_5C.png |caption= The Chad Chop
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|5C}}
+
{{#lst:BBTag/Akatsuki/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_2A.png |caption=Same old 2A and its followup
+
|image=BBTag_Akatsuki_2A.png |caption=From not being a low, to being a low, back to not being a low....
 +
|image2=BBTag_Akatsuki_2AA.png |caption2=I repeat, ''not a low''
 
|name=2A
 
|name=2A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2A}}
+
{{#lst:BBTag/Akatsuki/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Akatsuki_2B.png |caption=Same
 
|image=BBTag_Akatsuki_2B.png |caption=Same
Line 135: Line 180:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2B}}
+
{{#lst:BBTag/Akatsuki/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button. 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Akatsuki_2C.png |caption=Same
 
|image=BBTag_Akatsuki_2C.png |caption=Same
Line 148: Line 193:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2C}}
+
{{#lst:BBTag/Akatsuki/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_jA.png |caption=Old j.7/9B
+
|image=BBTag_Akatsuki_jA.png |caption=Coming in!
|image2=BBTag_Akatsuki_jAA.png |caption2= j.8B
+
|image2=BBTag_Akatsuki_jAA.png |caption2=Hey, where have I seen this before?
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
Line 163: Line 208:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Akatsuki/Data|j.A}}
+
{{#lst:BBTag/Akatsuki/Data|j.A}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Akatsuki/Data|j.AA}}
+
{{#lst:BBTag/Akatsuki/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= 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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_jB.png |caption=UNI only 7/9C
+
|image=BBTag_Akatsuki_jB.png |caption=Air Chad Chop
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|j.B}}
+
{{#lst:BBTag/Akatsuki/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|5|text=
+
{{Description|8|text= An aerial chop. Knocks an aerial opponent down on hit, but the knockdown is worse than j.C in that regard.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_jC.png |caption=Dive Punch
+
|image=BBTag_Akatsuki_jC.png |caption=Who needs to dive kick when you got your fists?
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|j.C}}
+
{{#lst:BBTag/Akatsuki/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
Line 201: Line 250:
 
==Universal Moves==
 
==Universal Moves==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Akatsuki_GroundThrow.png |caption=Shock This!
 
|image=BBTag_Akatsuki_GroundThrow.png |caption=Shock This!
Line 209: Line 258:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|BC}}
+
{{#lst:BBTag/Akatsuki/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Reflector</font> ======
+
====== <span style="visibility:hidden;font-size:0">Reflector</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Akatsuki_Reflector.png |caption=Come!
 
|image=BBTag_Akatsuki_Reflector.png |caption=Come!
|image2=BBTag_Akatsuki_ReflectorAttack.png |caption2=
+
|image2=BBTag_Akatsuki_ReflectorAttack.png|caption2=Now go!
 
|name=Reflector
 
|name=Reflector
|input=5A+D
+
|input=5A+D<br>(Air Ok)
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Parry}}
 
{{AttackVersion|name=Parry}}
{{#lsth:BBTag/Akatsuki/Data|AD}}
+
{{#lst:BBTag/Akatsuki/Data|AD}}
 +
{{!}}-
 +
{{Description|8|text= 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
{{#lsth:BBTag/Akatsuki/Data|AD Attack}}
+
{{#lst:BBTag/Akatsuki/Data|AD Attack}}
 +
{{!}}-
 +
{{Description|8|text= The punch. The range is a bit lacking, but gets the job done.
 +
}}
 +
{{!}}-
 +
{{AttackVersion|name=Air Parry}}
 +
{{#lst:BBTag/Akatsuki/Data|j.AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= Same as your grounded parry, but in the air.
 +
}}
 +
{{!}}-
 +
{{AttackVersion|name=Air Attack}}
 +
{{#lst:BBTag/Akatsuki/Data|j.AD Attack}}
 +
{{!}}-
 +
{{Description|8|text= The aerial punch. For some reason, this is blockable, but you probably won't encounter a situation where this matters.
 
  }}
 
  }}
 
}}
 
}}
Line 237: Line 302:
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Blitz Shot</font> ======
+
====== <span style="visibility:hidden;font-size:0">Blitz Shot</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_BlitzShot.png |caption=
+
|image=BBTag_Akatsuki_BlitzShot.png |caption=Hadoudan!
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2= Denkodan!
+
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2=Denkoken!
 
|input=236A/B<br>(Air OK)
 
|input=236A/B<br>(Air OK)
 
|name=Blitz Shot
 
|name=Blitz Shot
Line 247: Line 312:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground A}}
 
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akatsuki/Data|236A}}
+
{{#lst:BBTag/Akatsuki/Data|236A}}
 +
{{!}}-
 +
{{Description|8|text= * Slower fireball
 +
 
 +
Slow enough that you can kind of run in behind this, but fast enough that it's not really great at that.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground B}}
 
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Akatsuki/Data|236B}}
+
{{#lst:BBTag/Akatsuki/Data|236B}}
 +
{{!}}-
 +
{{Description|8|text= * Fast fireball
 +
 
 +
For full-screen harassment
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Akatsuki/Data|j.236A}}
+
{{#lst:BBTag/Akatsuki/Data|j.236A}}
 +
{{!}}-
 +
{{Description|8|text= * Slower fireball, travels downward at about 45 degrees
 +
 
 +
The angle on this makes this not great outside of close range
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Akatsuki/Data|j.236B}}
+
{{#lst:BBTag/Akatsuki/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= * Fast fireball, angle is the same as j236A
 +
 
 +
Kind of redundant with j236A
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ======
+
====== <span style="visibility:hidden;font-size:0">Armor Piercing Kick</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHESTO!!
+
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHESTO!
 
|input=214A/B<br>(Air OK)
 
|input=214A/B<br>(Air OK)
 
|name=Armor Piercing Kick
 
|name=Armor Piercing Kick
Line 271: Line 353:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground A}}
 
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akatsuki/Data|214A}}
+
{{#lst:BBTag/Akatsuki/Data|214A}}
 +
{{!}}-
 +
{{Description|8|text= * A single hop kick
 +
* Safe on block
 +
 
 +
Good for ending blockstrings
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground B}}
 
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Akatsuki/Data|214B}}
+
{{#lst:BBTag/Akatsuki/Data|214B}}
 +
{{!}}-
 +
{{Description|8|text= * 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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Akatsuki/Data|j.214A}}
+
{{#lst:BBTag/Akatsuki/Data|j.214A}}
 +
{{!}}-
 +
{{Description|8|text= * 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?)
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Akatsuki/Data|j.214B}}
+
{{#lst:BBTag/Akatsuki/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= * 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.
 +
 
 
  }}
 
  }}
 
}}<br style="clear:both;"/>
 
}}<br style="clear:both;"/>
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">BlitzShot</font> ======
+
====== <span style="visibility:hidden;font-size:0">Blitz Shot</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_BlitzShot.png |caption=
+
|image=BBTag_Akatsuki_BlitzShot.png |caption=Swiggy swootral, I now control neutral
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2=
+
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2=One man bullet barrage
 
|input=236C<br>(Air OK)
 
|input=236C<br>(Air OK)
 
|name=EX Blitz Shot
 
|name=EX Blitz Shot
Line 297: Line 398:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akatsuki/Data|236C}}
+
{{#lst:BBTag/Akatsuki/Data|236C}}
 +
{{!}}-
 +
{{Description|8|text= * Travels slower than even 236A
 +
* His multiple times
 +
 
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Akatsuki/Data|j.236C}}
+
{{#lst:BBTag/Akatsuki/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= * Multi-hits
 +
* Travels 45 degrees downward
 +
 
 +
May have some kind of use in extended air combos?
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ======
+
====== <span style="visibility:hidden;font-size:0">Armor Piercing Kick</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHECHECHECHECHECHESTO!!
+
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
 
|input=214C<br>(Air OK)
 
|input=214C<br>(Air OK)
 
|name=EX Armor Piercing Kick
 
|name=EX Armor Piercing Kick
Line 315: Line 424:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akatsuki/Data|214C}}
+
{{#lst:BBTag/Akatsuki/Data|214C}}
 +
{{!}}-
 +
{{Description|8|text= * Wallbounce on hit
 +
 
 +
This is how you extend Akatsuki's limited combo game.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Akatsuki/Data|j.214C}}
+
{{#lst:BBTag/Akatsuki/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text= * Wallbounce on hit
 
  }}
 
  }}
 
}}
 
}}
Line 327: Line 441:
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_ArmorPierceKick.png |caption=CHESTO FOREVER!!
+
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHESTO FOREVER!!
|input=EX Armor Pierce Kick
+
|input=EX Armor Piercing Kick
 
|name=5P
 
|name=5P
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|5P}}
+
{{#lst:BBTag/Akatsuki/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= * Awesome 5P to start pressure in aggresive teams
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Akatsuki_BlitzShot.png |caption=
 
|image=BBTag_Akatsuki_BlitzShot.png |caption=
Line 349: Line 463:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|6P}}
+
{{#lst:BBTag/Akatsuki/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= * Quick fireball assist
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_HumanCannon.png |caption=
+
|image=BBTag_Akatsuki_HumanCannon.png |caption=Oh, there's my DP
 
|input=Human Cannon
 
|input=Human Cannon
 
|name=4P
 
|name=4P
Line 363: Line 477:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|4P}}
+
{{#lst:BBTag/Akatsuki/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= * The knockback is awesome for burst punishes
 +
 
 +
* Good AA Assist
 
  }}
 
  }}
 
}}
 
}}
Line 372: Line 488:
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Kamikaze</font> ======
+
====== <span style="visibility:hidden;font-size:0">Kamikaze</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_Kamikaze.png |caption=
+
|image=BBTag_Akatsuki_Kamikaze.png |caption=''"Blitz Motor engaged!"''
|image2=BBTag_Akatsuki_Kamikaze2.png |caption2=
+
|image2=BBTag_Akatsuki_Kamikaze2.png |caption2=''"Brace for impact!"''
 
|input=236B+C
 
|input=236B+C
 
|name=Kamikaze
 
|name=Kamikaze
Line 381: Line 497:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|236BC}}
+
{{#lst:BBTag/Akatsuki/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= * If a fireball is parried this super can be used to punish from long distance
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Skull Crusher</font> ======
+
====== <span style="visibility:hidden;font-size:0">Thunderbolt</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_SkullCrusher.png |caption= A super powered CHESTO!
+
|image=BBTag_Akatsuki_Thunderbolt.png |caption=I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...
|image2=BBTag_Akatsuki_SkullCrusher2.png |caption2=
+
|image2=BBTag_Akatsuki_Thunderbolt2.png |caption2=The ULTIMATE '''''C H E S T O !'''''
|input=214B+C<br>(Air OK)
+
|input=214B+C
|name=Skull Crusher
+
|name=Thunderbolt
 
|data=
 
|data=
  {{AttackDataHeader-BBTag|version=yes}}
+
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Ground}}
+
{{#lst:BBTag/Akatsuki/Data|214BC}}
{{#lsth:BBTag/Akatsuki/Data|214BC}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Air}}
+
{{Description|7|text= * Allows free follow ups as it has a TON of hit stun.
{{#lsth:BBTag/Akatsuki/Data|j.214BC}}
+
* Deals little damage in comparison to other Distortion Skills in exchange for free follow ups
{{!}}-
 
{{Description|7|text=
 
 
  }}
 
  }}
 
}}
 
}}
Line 409: Line 522:
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_Kamikaze.png |caption=
+
|image=BBTag_Akatsuki_Kamikaze2.png |caption='''''"CLENCH! YOUR! TEETH!"'''''
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
 
|name=Kamikaze
 
|name=Kamikaze
Line 415: Line 528:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Akatsuki/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
Line 424: Line 537:
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=BBTag_Akatsuki_Ouka.png |caption=
+
|image=BBTag_Akatsuki_Ouka.png |caption=''"May the blossoms of my country forever bloom!"''
 +
|image2=BBTag_Akatsuki_Ouka2.png |caption2=''"Let evil scatter before me!"'' <br/> '''''"SHIN! OUKA-KAI!"'''''
 
|input=222B+C
 
|input=222B+C
|name=Ouka Kai
+
|name=Ouka-Kai
 
|data=  
 
|data=  
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|222BC}}
+
{{#lst:BBTag/Akatsuki/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Akatsuki/Data|Links}}
+
{{#lst:BBTag/Akatsuki/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Akatsuki/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Akatsuki/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Akatsuki]]
 
[[Category:Akatsuki]]

Latest revision as of 06:19, 24 May 2020

Akatsuki
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
Playstyle
Mid-range, Aggressive
Team role
Support

Overview[edit]

"I am the indomitable Thunder God!"
Lore: 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.


Playstyle[edit]

Playstyle
Pros Cons
  • 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]

4A[edit]
4A
BBTag Akatsuki 4A.png
Jib
BBTag Akatsuki 4AA.png
Jab
BBTag Akatsuki 4AAA.png
Close B, but chainable?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

5A[edit]
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

5B[edit]
5B
BBTag Akatsuki 5B.png
Don't miss this
BBTag Akatsuki 5BB.png
Get up here!
BBTag Akatsuki 5BBB.png
Get down there!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5B 1700 All 10 5 24 -10 7-9 H

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.

5C[edit]
5C
BBTag Akatsuki 5C.png
The Chad Chop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

2A[edit]
2A
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

2B[edit]
2B
BBTag Akatsuki 2B.png
Same
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

2C[edit]
2C
BBTag Akatsuki 2C.png
Same
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

j.A[edit]
j.A
BBTag Akatsuki jA.png
Coming in!
BBTag Akatsuki 5BB.png
Hey, where have I seen this before?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

j.B[edit]
j.B
BBTag Akatsuki jB.png
Air Chad Chop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

j.C[edit]
j.C
BBTag Akatsuki jC.png
Who needs to dive kick when you got your fists?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
5B+C
BBTag Akatsuki GroundThrow.png
Shock This!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

Reflector[edit]
Reflector
5A+D
(Air Ok)
BBTag Akatsuki Reflector.png
Come!
BBTag Akatsuki ReflectorAttack.png
Now go!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Parry - - - - 45 - 1-25 Guard All

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 1-19 All

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

Air Parry - - - - 45 - 1-25 Guard All

Same as your grounded parry, but in the air.

Air Attack 2500 All 6 4 Until L - 1-19 All

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



Skills[edit]

Blitz Shot[edit]
Blitz Shot
236A/B
(Air OK)
BBTag Akatsuki BlitzShot.png
Hadoudan!
BBTag Akatsuki AirBlitzShot.png
Denkoken!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
214A/B
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
CHESTO!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
236C
(Air OK)
BBTag Akatsuki BlitzShot.png
Swiggy swootral, I now control neutral
BBTag Akatsuki AirBlitzShot.png
One man bullet barrage
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
214C
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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]

5P[edit]
5P
EX Armor Piercing Kick
BBTag Akatsuki ArmorPiercingKick.png
CHESTO FOREVER!!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500*3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12 -
  • Awesome 5P to start pressure in aggresive teams

6P[edit]
6P
Blitz Shot
BBTag Akatsuki BlitzShot.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000 All (18)+10 Until Hit Total: (18)+46 -15 -
  • Quick fireball assist

4P[edit]
4P
Human Cannon
BBTag Akatsuki HumanCannon.png
Oh, there's my DP
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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]

Kamikaze[edit]
Kamikaze
236B+C
BBTag Akatsuki Kamikaze.png
"Blitz Motor engaged!"
BBTag Akatsuki Kamikaze2.png
"Brace for impact!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000, 262*23, 782, 1304, 4428
[1000, 262*25, 782, 1304, 6514]
All 1+7 7 38 -24 1-16 All
  • If a fireball is parried this super can be used to punish from long distance

Thunderbolt[edit]
Thunderbolt
214B+C
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
The ULTIMATE C H E S T O !
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
3980 [4980] All 6+10 4 32 -17 1-15 All
  • 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]

Kamikaze
P during Main Character's Distortion Skill
BBTag Akatsuki Kamikaze2.png
"CLENCH! YOUR! TEETH!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500, 250*2, 1000 [500, 300*2, 1400] All 1+1 7 38 -24 1-8 All


Astral Heat[edit]

Ouka-Kai
222B+C "May the blossoms of my country forever bloom!"
BBTag Akatsuki Ouka2.png
"Let evil scatter before me!"
"SHIN! OUKA-KAI!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- All 1+11 Until Hit Total 77 -45 1-40 All


Roadmap[edit]

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.


Navigation[edit]


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.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc