BBTag/Akatsuki: Difference between revisions

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{{BBTag_Construction_Card}}
|-
==Overview==
!Akatsuki
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Akatsuki_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=
||
Akatsuki functions best as a close range brawler, using his close-range options to overwhelm players into making incorrect decisions and capitalizing on weaknesses for high damage. His assists and specials work very very well with the Partner Mechanics of BBTag, with his Armor Piercing Kick (214) specials allowing for unblockables and lockdown.
{{#lsth:BBTag/Akatsuki/Data|SystemData}}
}}
;Movement Options
{{BBTag/Infobox
* Double Jump, 1 Airdash, Dash Type: Run
| fastestAttack = [[#4A|4A]] (6F)
| reversal = [[#Reflector|A+D]] (Catch 1~25F)<br/>[[#Kamikaze|236B+C]] (8F)
}}
{{ProsAndCons
|intro=is a versatile character who prefers the close range
|pros=
* Very solid carry. Optimal combos can carry wall to wall.
* All versions of his 214X series are valuable. A for blockstrings, B for unblockables, and C is great meter usage.
* High solo damage.
* Highly effective parry DP.
* Strong support overall, {{clr|5|5P}} is amazing at locking down the opponent, {{clr|5|4P}} has amazing floating time and {{clr|5|6P}} is a fast projectile.


;Playstyle
|cons=
:Mid-range, Aggressive
* Shorter Range
 
* Pushblocked out easily
;Team role
* Poor anti-air options.
:Support
}}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
==Overview==
''"I am the indomitable Thunder God!"''
===Backstory===
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===
==Normal Moves==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A,4AA,4AAA
|versioned=input
|description=
* Jump cancelable.
* Throw cancelable.
* Cancels into itself up to 3 times, even on whiff.
{{clr|1|4A}} is Akatsuki's fastest attack making it invaluable for starting pressure or mashing out of bad blockstrings. Used to extend corner combos after air hit A Armor Piercing Kick. Must be delayed to cancel into itself on hit or block, otherwise it will cancel into {{clr|1|4AA}} instead. The second and third {{clr|1|4A}}'s cannot cancel into {{clr|1|2A}}. The other {{clr|1|4A}} animation is cosmetic.
----
* Jump cancelable.
* Throw cancelable.
{{clr|1|4AA}} shares the same two animations as {{clr|1|4A}} but has unique properties. Akatsuki will move forward before throwing the punch, giving increased range. However, it is negative on block and cannot cancel into itself so only use this if you plan to cancel into {{clr|1|4AAA}} as well. Used primarily as blockstring filler or to keep Akatsuki close to the opponent for a tick throw set-up. Avoid using this move in combos as it will harshly scale your damage.
----
* Jump cancelable.
{{clr|1|4AAA}} is the only attack Akatsuki has that is plus on block, making it very good for resetting pressure. Note that the push-back on block will put the opponent outside of {{clr|1|4A}}'s range so either use a micro-dash to close the distance or use {{clr|1|5A}} to continue pressure instead. The slight launch on air hit makes it difficult to combo from this move into {{clr|1|5A}}, which significantly lowers combo damage.
}}


===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* 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.
| style="width: 50%;"|
* 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, Human Cannon, which is now assist only means no reversal AA
* 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}}
===<big>{{clr|1|5A}}</big>===
<br style="clear:both;"/>
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
* Jump cancelable.
* Throw cancelable.
Akatsuki moves forward as he kicks, extending the {{clr|1|5A}}'s range. Excellent poke that is safe on block and can be jump canceled to do high/low mix-ups or to retreat from a risky situation. This is also his best scaling starter so use this for punishes instead of {{clr|2|5B}} if meter is available. Combos into {{clr|3|5C}} on grounded counter hit, though this is only optimal if Extra Assault is used and EX Armor Piercing Kick wouldn't corner the opponent.
----
* Jump cancelable on hit.
* Throw cancelable.
{{clr|1|5AA}} is primarily used as blockstring and combo filler. Last point in a blockstring that can cancel into a throw, so a pressure reset will be needed after canceling out of this move if a hit/throw mix-up is desired.
----
* Jump cancelable on hit.
{{clr|1|5AAA}} is yet another advancing kick. Slightly launches airborne opponents, allowing a following {{clr|2|5B}} to link back into {{clr|1|5A}}. Also used as blockstring and combo filler. Leads into massive damage if it is used as a starter, usually by frame-trapping the opponent.
----
* Launches opponents way on hit.
* Opponent cannot Cross Burst during this attack.
Akatsuki uses the blitz motor to create an explosion in front of him. Has significantly less horizontal range than the animation implies, though it shouldn't whiff if canceled into immediately after {{clr|1|5AAA}}. Has no followups on block, is negative on block, and is very punishable if {{clr|1|5AAA}} is Reject Guarded so never use this move outside of combos. Never optimal in assist combos either so only use this if a Cross Raid is desired. Can give safe-jump oki in the corner if the opponent was hit by {{clr|1|5AAA}} near its max vertical height.
}}


==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
|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
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Akatsuki/Data|4A}}
{{!}}-
{{Description|7|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}}
{{#lsth:BBTag/Akatsuki/Data|4AA}}
{{!}}-
{{Description|7|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.
}}
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Akatsuki/Data|4AAA}}
{{!}}-
{{Description|7|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.
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{InputBadge|Jaw Crusher}}
|image=BBTag_Akatsuki_5A.png |caption=Two frames slower, but still good!
{{BBTag Move Card|game=BBTag
|image2=BBTag_Akatsuki_5AA.png |caption2=Another kick
|input=5B,5BB,5BBB
|image3=BBTag_Akatsuki_5AAA.png |caption3=4AAA uses only my fists, so I only use my legs here
|versioned=input
|image4=BBTag_Akatsuki_5AAAA.png |caption4=Actually, forget it
|description=
|name=5A
* Launches opponents on hit.
|data=
{{clr|2|5B}} is your dedicated anti-air that leads into a full combo on counter hit. So long as the opponent was already airborne before {{clr|2|5B}} hit, {{clr|1|5AAA}} > {{clr|2|5B}} can loop for as long as hitstun permits. Can whiff if the opponent is directly above him.
{{AttackDataHeader-BBTag|version=yes}}
----
{{!}}-
* Airborne on frame 2.
{{AttackVersion|name=5A}}
* Launches opponents on hit.
{{#lsth:BBTag/Akatsuki/Data|5A}}
{{clr|2|5BB}} is used almost exclusively as combo filler. Cannot frame trap from {{clr|2|5B}}, even with as late a cancel as possible. Cancels into air specials allowing him to stay safe on block with either A Piercing Kick or A Blitz Shot. Can also cancel into {{clr|3|j.C}} which is a natural frame-trap.
{{!}}-
----
{{Description|6|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.
* Ground bounces opponents on hit.
}}
* Can only be used if {{clr|2|5BB}} hit the opponent's point character.
{{!}}-
* Only hits the opponent's point character and only if they are in hitstun.
{{AttackVersion|name=5AA}}
* Opponents cannot burst during a throw.
{{#lsth:BBTag/Akatsuki/Data|5AA}}
{{clr|2|5BBB}} is a hit throw that can be special canceled, either into EX Armor Piercing Kick or Thunderbolt to extend combos, or B Armor Piercing Kick or Kamikaze to end them.  
{{!}}-
{{Description|6|text= Another kick. Akatsuki's old 66C. Combo filler.
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Akatsuki/Data|5AAA}}
{{!}}-
{{Description|6|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}}
{{#lsth:BBTag/Akatsuki/Data|5AAAA}}
{{!}}-
{{Description|7|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.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBTag_Akatsuki_5B.png |caption=Don't miss this
|image2=BBTag_Akatsuki_5BB.png |caption2=Get up here!
|image3=BBTag_Akatsuki_5BBB.png |caption3=Get down there!
|name=5B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Akatsuki/Data|5B}}
{{!}}-
{{Description|7|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}}
{{#lsth:BBTag/Akatsuki/Data|5BB}}
{{!}}-
{{Description|7|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}}
{{#lsth:BBTag/Akatsuki/Data|5BBB}}
{{!}}-
{{Description|7|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.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{InputBadge|Helm Crusher}}
|image=BBTag_Akatsuki_5C.png |caption= The Chad Chop
{{BBTag Move Card|game=BBTag
|name=5C
|input=5C
|data=
|description=
{{AttackDataHeader-BBTag}}
* On grounded hit, leads into a timed follow-up.
{{!}}-
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
{{#lsth:BBTag/Akatsuki/Data|5C}}
Overhead chop that is relatively quick but unsafe on block. As Akatsuki's only other grounded overhead (final hit of B Armor Piercing Kick) is hilariously slow and doesn't lead into anything without a preemptive assist call, he will have to use this to threaten opponents with a high/low mix-up.
{{!}}-
{{Description|6|text=An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|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
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2A}}
{{!}}-
{{Description|6|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.


}}
===<big>{{clr|1|2A}}</big>===
{{BBTag Move Card|game=BBTag
|input=2A
|description=
* Throw cancelable.
* Cancels into itself up to 3 times, even on whiff.
'''Not a low''' unlike in UNIST for some reason. As {{clr|1|4A}} has faster start-up, more range both vertically and horizontally, more cancel options, and also hits crouching opponents, it's difficult to recommend using this move at all. The only remaining benefits are that it shrinks Akatsuki's hurtbox (useful for low profiling certain mids) and the self cancels on block don't require staggers to work. The other {{clr|1|2A}} animation is cosmetic.
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
 
{{MoveData
===<big>{{clr|2|2B}}</big>===
|image=BBTag_Akatsuki_2B.png |caption=Same
{{BBTag Move Card|game=BBTag
|name=2B
|input=2B
|data=
|description=
{{AttackDataHeader-BBTag}}
Fastest low button, making it important for high/low mix-ups. Used as blockstring and combo filler otherwise. Slightly launches airborne opponents, useful for optimizing the damage of certain combo routes. Has quite a few active frames, making it a good low meaty button.   
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2B}}
{{!}}-
{{Description|6|text= A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button.   
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBTag_Akatsuki_2C.png |caption=Same
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|2C}}
{{!}}-
{{Description|6|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.
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Akatsuki_jA.png |caption=Coming in!
|input=2C
|image2=BBTag_Akatsuki_jAA.png |caption2=Hey, where have I seen this before?
|description=
|name=j.A
* Knockdown opponents on hit.
|data=
Leg sweep with slight forward movement. Has fantastic scaling as a combo starter but needs resources to convert into a combo. Use A Armor Piercing Kick to make this low safe on block and use B Armor Piercing Kick for damage and oki on hit.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Akatsuki/Data|j.A}}
{{!}}-
{{Description|7|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}}
{{#lsth:BBTag/Akatsuki/Data|j.AA}}
{{!}}-
{{Description|7|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBTag_Akatsuki_jB.png |caption=Air Chad Chop
|name=j.B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|j.B}}
{{!}}-
{{Description|5|text= * Move description


What this move is used for
===<big>{{clr|1|j.A}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=j.A,j.AA
|versioned=input
|description=
* Double jump cancelable.
Akatsuki's main jump-in attack as it can cancel into {{clr|1|j.AA}} for a double overhead, can cross-up, and has good range. Also his best air-to-air and air combo tool though only because he lacks better options.
----
* Double jump cancelable.
{{clr|1|j.AA}} is used exclusively as blockstring and combo filler. Can cancel into {{clr|3|j.C}} for a triple overhead or to end air combos with safe-jump oki.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBTag_Akatsuki_jC.png |caption=Who needs to dive kick when you got your fists?
|name=j.C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|j.C}}
{{!}}-
{{Description|6|text= * Instant Overhead


* Can't be cancelled to followup solo
===<big>{{clr|2|j.B}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.B
|description=
* Double jump cancelable.
*Knocks down airborne opponents on hit.
Never optimal in air combos as both {{clr|3|j.C}} and Air B Armor Piercing Kick deal more damage and have better oki. Highest damage jump-in though it lacks the mix-up potential and frame data of {{clr|1|j.A}}, making it somewhat committal.
}}


* Safejump


* Has good proration if combo-ed with an assist
===<big>{{clr|3|j.C}}</big>===
}}
{{InputBadge|Tile Crusher}}
{{BBTag Move Card|game=BBTag
|input=j.C
|description=
* Hits twice.
* Both hits knockdown on hit.
Safe on block divekick that can be used after jump canceling a blocked normal for an overhead mix-up or used to end combos with safe jump oki. The slight forward movement at the beginning of the move allows for ambiguous cross-ups so it also enables left/right mix-ups. However, this move cannot be canceled into anything else even if Akatsuki is in Resonance Blaze which means that a preemptive assist call is the only way to extend combos. First hit occurs while he falls and the second occurs once he lands. The second hit is what keeps him safe on block and guarantees safe-jump oki on hit, thus cross-ups with this move are always punishable on block as the second hit will whiff. Calling an assist as Akatsuki crosses-up keeps him safe and creates a sandwich situation if Cross Combo is used.
}}
}}
<br style="clear:both;"/>
 


==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
* Holding back while pressing throw results in a back throw.
* If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
* Launches opponents on hit.
* Opponents cannot burst during a throw.
Combos into his grounded A and B normals as well as all his special moves.
}}


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
|image=BBTag_Akatsuki_GroundThrow.png |caption=Shock This!
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|BC}}
{{!}}-
{{Description|6|text=
}}
}}


====== <font style="visibility:hidden" size="0">Reflector</font> ======
===<big>Reflector</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air Ok)}}
|image=BBTag_Akatsuki_Reflector.png |caption=Come!
{{BBTag Move Card|game=BBTag
|image2=BBTag_Akatsuki_ReflectorAttack.png|caption2="Now go!"
|input=AD,AD Attack,j.AD,j.AD Attack
|name=Reflector
|versioned=input
|input=5A+D<br>(Air Ok)
|description=
|data=
* Parry catches any and all attacks.
{{AttackDataHeader-BBTag|version=yes}}
* Invincibility lasts until recovery ends if the parry is successful.
{{!}}-
Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents that hit the parry, preventing them from escaping the counter punch. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling the parry into a super will maintain the invincibility, allowing Akatsuki to punish long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Contrary to the animation, this move protects Akatsuki from both sides.
{{AttackVersion|name=Parry}}
{{#lsth:BBTag/Akatsuki/Data|AD}}
{{!}}-
{{Description|7|text= * A counter-type reversal
* Super cancellable before the punch if the "parry" is hit
* If an attack connects with the parry, you can press A+D to parry again before the attack comes out


You can parry a projectile and immediately cancel into 236BC for a punish at mid-range
The aerial version maintains aerial momentum and prevents Akatsuki from doing anything else until he reaches the ground. If he lands before the recovery ends, he will transition into the ground version.
----
* Air unblockable.
* Launches opponents away on hit.
Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable. Will auto correct to hit opponents behind Akatsuki.


Parrying an attack up close into 214BC leads to a combo
An important change from UNIST is that if the criteria for the retaliatory attack is met, Akatsuki '''MUST''' attack. This means that this move will always lose to attacks that have enough invuln frames and either recover before Akatsuki does or the active frames last past his invuln frames, such as Merkava's I, Resentfully Rage super.
}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lsth:BBTag/Akatsuki/Data|AD Attack}}
{{!}}-
{{Description|7|text= * Short range punch


If you don't have meter, this is fine-ish as far as counter DPs go.
The aerial version is air blockable.  
}}
{{!}}-
{{AttackVersion|name=Air Parry}}
{{#lsth:BBTag/Akatsuki/Data|j.AD}}
{{!}}-
{{Description|7|text= * Move description


What this move is used for
The punch comes out relatively slow after the counter, meaning the opponent may be able to block if they trigger this attack with a 'Persona'-type normal, as the reflector will not lock them into place.
}}
{{!}}-
{{AttackVersion|name=Air Attack}}
{{#lsth:BBTag/Akatsuki/Data|j.AD Attack}}
{{!}}-
{{Description|7|text= * Placeholder
}}
}}
}}


<br style="clear:both;"/>
==Skills==
===<big>Blitz Shot</big>===
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=236A,236B
|versioned=input
|description=
* All versions knockdown on hit.
{{clr|1|236A}} is a slow moving ball of electricity. Akatsuki can run in behind the projectile when used at full screen, but don't expect to be able to get very close before blockstun ends. Can combo into Kamikaze if it hits from about half screen distance. Punishable on block at close range and never optimal in combos so don't use it in blockstrings or combos.
----
{{clr|2|236B}} is a fast moving ball of electricity. Used to harass or punish opponents from a distance. Also don't use this in blockstrings or combos.
----
{{clr|1|j.236A}} is a slow moving ball of electricity fired downward at a 45 degree angle. The recoil sends Akatsuki back a substantial distance, allowing him to retreat. The angle of the projectile makes it harder to hit opponents beneath Akatsuki the higher up he was when he launched it, so either use it near the ground or far away from the opponent.
----
{{clr|2|j.236B}} is a fast moving ball of electricity fired downward at a 45 degree angle. Used to harass or punish opponents from a distance while in the air.
}}


==Skills==
====== <font style="visibility:hidden" size="0">Blitz Shot</font> ======
{{MoveData
|image=BBTag_Akatsuki_BlitzShot.png |caption=Hadoudan!
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2=Denkoken!
|input=236A/B<br>(Air OK)
|name=Blitz Shot
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akatsuki/Data|236A}}
{{!}}-
{{Description|7|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.
===<big>Armor Piercing Kick</big>===
}}
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)}}
{{!}}-
{{BBTag Move Card|game=BBTag
{{AttackVersion|name=Ground B}}
|input=214A,214B,j.214A,j.214B
{{#lsth:BBTag/Akatsuki/Data|236B}}
|versioned=input
{{!}}-
|description=
{{Description|7|text= * Fast fireball
;{{clr|1|214A}}
Hop kick that travels a little less than half screen. Primarily used to end blockstrings safely, however it is also a fantastic neutral tool as it has fast start-up, long range, stuffs throws thanks to the initial hop, and it can potentially be +1 on block if it connects on its last active frame (either use it at max range or as a meaty). Can link into {{clr|1|4A}} in the corner if used after {{clr|2|5B}}, giving Akatsuki good meterless damage. Links into {{clr|1|5A}} on a grounded counter hit for a full combo.


For full-screen harassment
The air version is identical to the ground version, however here it has less utility than it does on the ground. Generally only used to make {{clr|2|5BB}} safe on block.
}}
----
{{!}}-
;{{clr|2|214B}}
{{AttackVersion|name=Air A}}
* Hits three times.
{{#lsth:BBTag/Akatsuki/Data|j.236A}}
* Second hit launches on hit, third hit knockdowns on hit.
{{!}}-
* Third hit is an overhead.
{{Description|7|text= * Slower fireball, travels downward at about 45 degrees


The angle on this makes this not great outside of close range
Akatsuki kicks twice and finishes with an axe kick. This is his meterless combo ender, providing good damage and corner carry with decent oki. Also used to tack on extra damage before a super when in Resonance Blaze. The overhead takes 32 frames to hit (plus hit-stop if the first two hits are blocked), making this laughably easy to react to. However, the slow start-up makes it extremely useful for setting up unblockables with a partner via Active Switch. It's also strong in sandwich situations as it gives a partner time to do mix-ups on block or confirm into a combo on hit.
}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Akatsuki/Data|j.236B}}
{{!}}-
{{Description|7|text= * Fast fireball, angle is the same as j236A


Kind of redundant with j236A
The air version is identical to the ground version. Used to end air combos or to tack on extra damage before canceling into a super in Resonance.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ======
{{MoveData
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHESTO!
|input=214A/B<br>(Air OK)
|name=Armor Piercing Kick
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akatsuki/Data|214A}}
{{!}}-
{{Description|7|text= * A single hop kick
* Safe on block


Good for ending blockstrings
==Extra Skills==
}}
===<big>EX Blitz Shot</big>===
{{!}}-
{{InputBadge|{{clr|3|236C}} (Air OK)}}
{{AttackVersion|name=Ground B}}
{{BBTag Move Card|game=BBTag
{{#lsth:BBTag/Akatsuki/Data|214B}}
|input=236C,j.236C
{{!}}-
|versioned=input
{{Description|7|text= * A triple-kick tatsu
|description=
* Last kick is an overhead
* Hits 4 times, all of which knockdown on hit.
* Same travel speed as the A version.
* Air version travels downward at a 45 degree angle.


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.
{{clr|3|236C}} fires 4 balls of electricity, resulting in more damage, hitstun, and blockstun. This allows Akatsuki to combo into Kamikaze from a closer distance than {{clr|1|236A}} after a launch, as well as making the projectile safer on block. Not a particularly strong choice for meter usage so consider saving it instead for reversals and Reject Guards.
}}
{{!}}-
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Akatsuki/Data|j.214A}}
{{!}}-
{{Description|7|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?)
Air version has the same uses as {{clr|1|j.236A}}, though it doesn't push Akatsuki back as far after firing the projectiles.
}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Akatsuki/Data|j.214B}}
{{!}}-
{{Description|7|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.


}}
Due to it's longer startup, this move can easily frametrap after Akatsuki's other normals, though it doesn't provide any exceptional reward on hit. On block, it can be plus when spaced, letting Akatsuki make good use of his rewarding normals.
}}<br style="clear:both;"/>
}}


==Extra Skills==
====== <font style="visibility:hidden" size="0">Blitz Shot</font> ======
{{MoveData
|image=BBTag_Akatsuki_BlitzShot.png |caption=Swiggy swootral, I now control neutral
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2=One man bullet barrage
|input=236C<br>(Air OK)
|name=EX Blitz Shot
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akatsuki/Data|236C}}
{{!}}-
{{Description|6|text= * Travels slower than even 236A
* His multiple times


}}
===<big>EX Armor Piercing Kick</big>===
{{!}}-
{{InputBadge|{{clr|3|214C}} (Air OK)}}
{{AttackVersion|name=Air}}
{{BBTag Move Card|game=BBTag
{{#lsth:BBTag/Akatsuki/Data|j.236C}}
|input=214C,j.214C
{{!}}-
|versioned=input
{{Description|7|text= * Multi-hits
|description=
* Travels 45 degrees downward
* Hits 7 times.
* Final hit wallbounces on hit.


May have some kind of use in extended air combos?
Akatsuki does multiple advancing spin kicks, ending with a split kick. Travels full-screen and ends with a wall bounce. Only combos into B Armor Piercing Kick and Kamikaze mid-screen. However, in the corner it combos into all A and B normals, all versions of Armor Piercing Kick, and Kamikaze. Greatly increases combo damage if used early and the opponent is cornered by the final hit. As this version is unsafe on block and the B version has stronger Active Switch potential, don't bother using this version on block.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ======
{{MoveData
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
|input=214C<br>(Air OK)
|name=EX Armor Piercing Kick
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akatsuki/Data|214C}}
{{!}}-
{{Description|6|text= * Wallbounce on hit
This is how you extend Akatsuki's limited combo game.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Akatsuki/Data|j.214C}}
{{!}}-
{{Description|7|text= * Wallbounce on hit
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|EX Armor Piercing Kick}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
* Hits 4 times.
* Final hit wallbounces on hit.


====== <font style="visibility:hidden" size="0">5P</font> ======
Identical to EX Armor Piercing Kick, albeit with less hits, damage, and travel distance. Very easy to convert into a full combo while also providing good corner carry. Long duration makes it his best assist for applying mix-ups safely.
{{MoveData
|image=BBTag_Akatsuki_ArmorPiercingKick.png |caption=CHESTO FOREVER!!
|input=EX Armor Piercing Kick
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|5P}}
{{!}}-
{{Description|6|text= * Awesome 5P to start pressure in aggresive teams
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
 
{{MoveData
===<big>{{clr|5|6P}}</big>===
|image=BBTag_Akatsuki_BlitzShot.png |caption=
{{InputBadge|{{clr|2|B}} Blitz Shot}}
|input=Blitz Shot
{{BBTag Move Card|game=BBTag
|name=6P
|input=6P
|data=
|description=
{{AttackDataHeader-BBTag}}
*Knockdown on hit.
{{!}}-
 
{{#lsth:BBTag/Akatsuki/Data|6P}}
Standard projectile assist used to safely poke opponents from a distance or extend certain combos. As this is Akatsuki's fastest overall assist it is very important for Cross Combo extensions and block strings.
{{!}}-
{{Description|6|text= * Quick fireball assist
}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
|image=BBTag_Akatsuki_HumanCannon.png |caption=Oh, there's my DP
|input=Human Cannon
|name=4P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akatsuki/Data|4P}}
{{!}}-
{{Description|6|text= * The knockback is awesome for burst punishes


* Good AA Assist
===<big>{{clr|5|4P}}</big>===
}}
{{InputBadge|Human Cannon}}
{{BBTag Move Card|game=BBTag
|input=4P
|description=
* Hits 3 times.
* Launches opponents on hit.
 
Primarily used as an anti-air though it is also used to call out Cross Bursts due to the high hitstun and launch height on hit.
}}
}}


<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Kamikaze</font> ======
===<big>Kamikaze</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Akatsuki_Kamikaze.png |caption=''"Blitz Motor engaged!"''
{{BBTag Move Card|game=BBTag
|image2=BBTag_Akatsuki_Kamikaze2.png |caption2=''"Brace for impact!"''
|input=236BC
|input=236B+C
|description=
|name=Kamikaze
* Follow-ups only occurs if the first hit lands on the opponent's point character.
|data=
* First hit restands the opponent on hit, the final hit wall bounces on hit.
{{AttackDataHeader-BBTag}}
 
{{!}}-
Akatsuki charges forward with a punch that travels over half-screen. If it successfully hits the opponent, he follows up with a rapid series of punches and kick before uppercutting the opponent into the air and blowing them away with a Blitz Motor powered explosion. Used to end combos with high damage or to blow through zoning and spacing. Can also be used as a reversal though it is much more unsafe then Reflector so this isn't recommended. Terrible in happy birthday situations as the follow-ups don't hit partner characters.
{{#lsth:BBTag/Akatsuki/Data|236BC}}
{{!}}-
{{Description|6|text= * If a fireball is parried this super can be used to punish from long distance
}}
}}
}}


====== <font style="visibility:hidden" size="0">Thunderbolt</font> ======
 
{{MoveData
===<big>Thunderbolt</big>===
|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...
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image2=BBTag_Akatsuki_Thunderbolt2.png |caption2=The ULTIMATE '''''C H E S T O !'''''
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC
|name=Thunderbolt
|description=
|data=
* Launches opponents on hit.
{{AttackDataHeader-BBTag}}
 
{{!}}-
Akatsuki does a powerful axe kick. Has low damage compared to most other supers but in exchange it has so much hitstun that he can extend combos off of it. Has a somewhat lengthy amount of start-up, making hard to combo from certain attacks and reducing its viability as a reversal.
{{#lsth:BBTag/Akatsuki/Data|214BC}}
 
{{!}}-
{{Description|6|text= * 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
}}
}}
}}
<br style="clear:both;"/>
 


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Kamikaze</big>===
|image=BBTag_Akatsuki_Kamikaze2.png |caption='''''"CLENCH! YOUR! TEETH!"'''''
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Kamikaze
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
* Hits 4 times, only once on block or whiff.
{{!}}-
* First hit restands the opponent on hit, the final hit wall bounces on hit.
{{#lsth:BBTag/Akatsuki/Data|Distortion Skill Duo}}
 
{{!}}-
Modified version of Kamikaze that drops the intermediate hits in exchange for the ability to hit partner characters. Use it if the extra damage will K.O a character.
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
 


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Ouka-Kai</big>===
|image=BBTag_Akatsuki_Ouka.png |caption=''"May the blossoms of my country forever bloom!"''
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Akatsuki_Ouka2.png |caption2=''"Let evil scatter before me!"'' <br/> '''''"SHIN! OUKA-KAI!"'''''
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Ouka-Kai
|description=
|data=
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
{{AttackDataHeader-BBTag}}
* Grants victory upon a successful hit
{{!}}-
 
{{#lsth:BBTag/Akatsuki/Data|222BC}}
Akatsuki punches the ground, creating a tremor that launches across the screen. If it hits, he steadies himself before launching a decisive punch that instantly K.O.'s the opponent. Very easy to combo into due to its extreme range and speed. Can be used as an all-or-nothing reversal thanks to the start-up invincibility.
{{!}}-
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>


==Roadmap==
==Colors==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
*[https://blazblue.wiki/wiki/Akatsuki#Palettes Color Palettes on https://blazblue.wiki]
{{Roadmap}}
 
==Navigation==
==Navigation==
{{#lsth:BBTag/Akatsuki/Data|Links}}
<center>{{Character Label|BBTag|Akatsuki|size=36px}}</center>
{{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.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Akatsuki]]
{{BBTag/Navigation}}
[[Category:Unga]]

Latest revision as of 04:56, 13 December 2023


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Overview

Overview
Akatsuki functions best as a close range brawler, using his close-range options to overwhelm players into making incorrect decisions and capitalizing on weaknesses for high damage. His assists and specials work very very well with the Partner Mechanics of BBTag, with his Armor Piercing Kick (214) specials allowing for unblockables and lockdown.
Akatsuki


BBTag Akatsuki Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
4A (6F)
Reversals
A+D (Catch 1~25F)
236B+C (8F)

 Akatsuki is a versatile character who prefers the close range

Pros
Cons
  • Very solid carry. Optimal combos can carry wall to wall.
  • All versions of his 214X series are valuable. A for blockstrings, B for unblockables, and C is great meter usage.
  • High solo damage.
  • Highly effective parry DP.
  • Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.
  • Shorter Range
  • Pushblocked out easily
  • Poor anti-air options.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 6 2 12 0 B
4AA 1000 All 7 4 13 -3 B
4AAA 1500 All 7 4 12 +1 B
  • Jump cancelable.
  • Throw cancelable.
  • Cancels into itself up to 3 times, even on whiff.

4A is Akatsuki's fastest attack making it invaluable for starting pressure or mashing out of bad blockstrings. Used to extend corner combos after air hit A Armor Piercing Kick. Must be delayed to cancel into itself on hit or block, otherwise it will cancel into 4AA instead. The second and third 4A's cannot cancel into 2A. The other 4A animation is cosmetic.


  • Jump cancelable.
  • Throw cancelable.

4AA shares the same two animations as 4A but has unique properties. Akatsuki will move forward before throwing the punch, giving increased range. However, it is negative on block and cannot cancel into itself so only use this if you plan to cancel into 4AAA as well. Used primarily as blockstring filler or to keep Akatsuki close to the opponent for a tick throw set-up. Avoid using this move in combos as it will harshly scale your damage.


  • Jump cancelable.

4AAA is the only attack Akatsuki has that is plus on block, making it very good for resetting pressure. Note that the push-back on block will put the opponent outside of 4A's range so either use a micro-dash to close the distance or use 5A to continue pressure instead. The slight launch on air hit makes it difficult to combo from this move into 5A, which significantly lowers combo damage.

Version Level P1 P2
4A 2 100 75
4AA 2 100 75
4AAA 3 100 80

4A:
4AA:
4AAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 3 16 -2 B
5AA 1500 All 9 3 19 -5 B
5AAA 1700 All 10 4 21 -6 B
5AAAA 2000 All 5 6 28 -13 B
  • Jump cancelable.
  • Throw cancelable.

Akatsuki moves forward as he kicks, extending the 5A's range. Excellent poke that is safe on block and can be jump canceled to do high/low mix-ups or to retreat from a risky situation. This is also his best scaling starter so use this for punishes instead of 5B if meter is available. Combos into 5C on grounded counter hit, though this is only optimal if Extra Assault is used and EX Armor Piercing Kick wouldn't corner the opponent.


  • Jump cancelable on hit.
  • Throw cancelable.

5AA is primarily used as blockstring and combo filler. Last point in a blockstring that can cancel into a throw, so a pressure reset will be needed after canceling out of this move if a hit/throw mix-up is desired.


  • Jump cancelable on hit.

5AAA is yet another advancing kick. Slightly launches airborne opponents, allowing a following 5B to link back into 5A. Also used as blockstring and combo filler. Leads into massive damage if it is used as a starter, usually by frame-trapping the opponent.


  • Launches opponents way on hit.
  • Opponent cannot Cross Burst during this attack.

Akatsuki uses the blitz motor to create an explosion in front of him. Has significantly less horizontal range than the animation implies, though it shouldn't whiff if canceled into immediately after 5AAA. Has no followups on block, is negative on block, and is very punishable if 5AAA is Reject Guarded so never use this move outside of combos. Never optimal in assist combos either so only use this if a Cross Raid is desired. Can give safe-jump oki in the corner if the opponent was hit by 5AAA near its max vertical height.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:


5B

Jaw Crusher

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 10 5 24 -10 B 7~9 H
5BB 1500 All 11 2 14+10L -9 H
5BBB 0×2, 3000 All 7 6 ??+0L H
  • Launches opponents on hit.

5B is your dedicated anti-air that leads into a full combo on counter hit. So long as the opponent was already airborne before 5B hit, 5AAA > 5B can loop for as long as hitstun permits. Can whiff if the opponent is directly above him.


  • Airborne on frame 2.
  • Launches opponents on hit.

5BB is used almost exclusively as combo filler. Cannot frame trap from 5B, even with as late a cancel as possible. Cancels into air specials allowing him to stay safe on block with either A Piercing Kick or A Blitz Shot. Can also cancel into j.C which is a natural frame-trap.


  • Ground bounces opponents on hit.
  • Can only be used if 5BB hit the opponent's point character.
  • Only hits the opponent's point character and only if they are in hitstun.
  • Opponents cannot burst during a throw.

5BBB is a hit throw that can be special canceled, either into EX Armor Piercing Kick or Thunderbolt to extend combos, or B Armor Piercing Kick or Kamikaze to end them.

Version Level P1 P2
5B 4 90 85
5BB 3 100 80
5BBB 4 80 100×2, 85

5B:
5BB:
5BBB:


5C

Helm Crusher

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Overhead chop that is relatively quick but unsafe on block. As Akatsuki's only other grounded overhead (final hit of B Armor Piercing Kick) is hilariously slow and doesn't lead into anything without a preemptive assist call, he will have to use this to threaten opponents with a high/low mix-up.

Level P1 P2
3 100 80


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 7 2 12 -2 F
  • Throw cancelable.
  • Cancels into itself up to 3 times, even on whiff.

Not a low unlike in UNIST for some reason. As 4A has faster start-up, more range both vertically and horizontally, more cancel options, and also hits crouching opponents, it's difficult to recommend using this move at all. The only remaining benefits are that it shrinks Akatsuki's hurtbox (useful for low profiling certain mids) and the self cancels on block don't require staggers to work. The other 2A animation is cosmetic.

Level P1 P2
1 100 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 9 6 18 -7 F

Fastest low button, making it important for high/low mix-ups. Used as blockstring and combo filler otherwise. Slightly launches airborne opponents, useful for optimizing the damage of certain combo routes. Has quite a few active frames, making it a good low meaty button.

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 12 5 19 -5 F
  • Knockdown opponents on hit.

Leg sweep with slight forward movement. Has fantastic scaling as a combo starter but needs resources to convert into a combo. Use A Armor Piercing Kick to make this low safe on block and use B Armor Piercing Kick for damage and oki on hit.

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 3 18 H
j.AA 1500 High 8 2 19 H
  • Double jump cancelable.

Akatsuki's main jump-in attack as it can cancel into j.AA for a double overhead, can cross-up, and has good range. Also his best air-to-air and air combo tool though only because he lacks better options.


  • Double jump cancelable.

j.AA is used exclusively as blockstring and combo filler. Can cancel into j.C for a triple overhead or to end air combos with safe-jump oki.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 12 4 25 H
  • Double jump cancelable.
  • Knocks down airborne opponents on hit.

Never optimal in air combos as both j.C and Air B Armor Piercing Kick deal more damage and have better oki. Highest damage jump-in though it lacks the mix-up potential and frame data of j.A, making it somewhat committal.

Level P1 P2
4 80 85


j.C

Tile Crusher

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 1500 High 20 Until L,2 21 -4 H
  • Hits twice.
  • Both hits knockdown on hit.

Safe on block divekick that can be used after jump canceling a blocked normal for an overhead mix-up or used to end combos with safe jump oki. The slight forward movement at the beginning of the move allows for ambiguous cross-ups so it also enables left/right mix-ups. However, this move cannot be canceled into anything else even if Akatsuki is in Resonance Blaze which means that a preemptive assist call is the only way to extend combos. First hit occurs while he falls and the second occurs once he lands. The second hit is what keeps him safe on block and guarantees safe-jump oki on hit, thus cross-ups with this move are always punishable on block as the second hit will whiff. Calling an assist as Akatsuki crosses-up keeps him safe and creates a sandwich situation if Cross Combo is used.

Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 200×4, 1200 Throw 7~30 3 23 T
  • Holding back while pressing throw results in a back throw.
  • If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • Launches opponents on hit.
  • Opponents cannot burst during a throw.

Combos into his grounded A and B normals as well as all his special moves.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Reflector

5A+D (Air Ok)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 45 1~25 Guard All
AD Attack 2500 Air Unblockable 20 4 20 -5 B 1~29 All
j.AD 45 1~25 Guard All
j.AD Attack 2500 All 20 4 Until L H 1~29 All
  • Parry catches any and all attacks.
  • Invincibility lasts until recovery ends if the parry is successful.

Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents that hit the parry, preventing them from escaping the counter punch. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling the parry into a super will maintain the invincibility, allowing Akatsuki to punish long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Contrary to the animation, this move protects Akatsuki from both sides.

The aerial version maintains aerial momentum and prevents Akatsuki from doing anything else until he reaches the ground. If he lands before the recovery ends, he will transition into the ground version.


  • Air unblockable.
  • Launches opponents away on hit.

Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable. Will auto correct to hit opponents behind Akatsuki.

An important change from UNIST is that if the criteria for the retaliatory attack is met, Akatsuki MUST attack. This means that this move will always lose to attacks that have enough invuln frames and either recover before Akatsuki does or the active frames last past his invuln frames, such as Merkava's I, Resentfully Rage super.

The aerial version is air blockable.

The punch comes out relatively slow after the counter, meaning the opponent may be able to block if they trigger this attack with a 'Persona'-type normal, as the reflector will not lock them into place.

Version Level P1 P2
AD
AD Attack 4 80 60
j.AD
j.AD Attack 4 80 60

AD:

  • On successful parry of a strike and close to opponent, immediately cancels into Reflector Attack
  • On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal
  • On successful parry of a projectile, assist, or a distant point character, Akatsuki becomes invincible for the rest of the move and can cancel into any attack, including another parry
  • On successful parry of a projectile, hitstop for Akatsuki and projectile is unchanged


AD Attack:

  • Minimum Damage 125


j.AD:

  • On successful parry of a strike and close to opponent, immediately cancels into Air Reflector Attack
  • On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal

On successful parry of a projectile, assist, or a distant point character, Akatsuki becomes invincible for the rest of the move and can cancel into any attack, including another parry On successful parry of a projectile, hitstop for Akatsuki and projectile is unchanged

  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version


j.AD Attack:

  • Minimum Damage 125

Skills

Blitz Shot

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 10 Until Hit Total: 44 -13 P1
236B 1500 All 10 Until Hit Total: 46 -15 P1
  • All versions knockdown on hit.

236A is a slow moving ball of electricity. Akatsuki can run in behind the projectile when used at full screen, but don't expect to be able to get very close before blockstun ends. Can combo into Kamikaze if it hits from about half screen distance. Punishable on block at close range and never optimal in combos so don't use it in blockstrings or combos.


236B is a fast moving ball of electricity. Used to harass or punish opponents from a distance. Also don't use this in blockstrings or combos.


j.236A is a slow moving ball of electricity fired downward at a 45 degree angle. The recoil sends Akatsuki back a substantial distance, allowing him to retreat. The angle of the projectile makes it harder to hit opponents beneath Akatsuki the higher up he was when he launched it, so either use it near the ground or far away from the opponent.


j.236B is a fast moving ball of electricity fired downward at a 45 degree angle. Used to harass or punish opponents from a distance while in the air.

Version Level P1 P2
236A 3 70 80
236B 3 70 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75


Armor Piercing Kick

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1850 All 11 4 6+9L -2~+1 H
214B 1000×2, 1500 All×2, High 11 4(6)5(6)4 4+22L -4 H
j.214A 1850 All 11 4 Until L + 7L H
j.214B 1000×2, 1500 All×2, High 11 4(8)3 Until L + 20L H
214A

Hop kick that travels a little less than half screen. Primarily used to end blockstrings safely, however it is also a fantastic neutral tool as it has fast start-up, long range, stuffs throws thanks to the initial hop, and it can potentially be +1 on block if it connects on its last active frame (either use it at max range or as a meaty). Can link into 4A in the corner if used after 5B, giving Akatsuki good meterless damage. Links into 5A on a grounded counter hit for a full combo.

The air version is identical to the ground version, however here it has less utility than it does on the ground. Generally only used to make 5BB safe on block.


214B
  • Hits three times.
  • Second hit launches on hit, third hit knockdowns on hit.
  • Third hit is an overhead.

Akatsuki kicks twice and finishes with an axe kick. This is his meterless combo ender, providing good damage and corner carry with decent oki. Also used to tack on extra damage before a super when in Resonance Blaze. The overhead takes 32 frames to hit (plus hit-stop if the first two hits are blocked), making this laughably easy to react to. However, the slow start-up makes it extremely useful for setting up unblockables with a partner via Active Switch. It's also strong in sandwich situations as it gives a partner time to do mix-ups on block or confirm into a combo on hit.

The air version is identical to the ground version. Used to end air combos or to tack on extra damage before canceling into a super in Resonance.

Version Level P1 P2
214A 3 80 80
214B 3×2, 5 80 80
j.214A 3 80 80
j.214B 3×2, 5 80 80

214A:

  • Minimum Damage 92


214B:

  • Minimum Damage 50×2, 75 (175)


j.214A:

  • Minimum Damage 92


j.214B:

  • Minimum Damage 50×2, 75 (175)


Extra Skills

EX Blitz Shot

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1000×4 All 15 P{(5)P}×3 Total 54 -3 P1
j.236C 1000×4 All 15 P{(5)P}×3 Total Until L+7L P1
  • Hits 4 times, all of which knockdown on hit.
  • Same travel speed as the A version.
  • Air version travels downward at a 45 degree angle.

236C fires 4 balls of electricity, resulting in more damage, hitstun, and blockstun. This allows Akatsuki to combo into Kamikaze from a closer distance than 236A after a launch, as well as making the projectile safer on block. Not a particularly strong choice for meter usage so consider saving it instead for reversals and Reject Guards.

Air version has the same uses as j.236A, though it doesn't push Akatsuki back as far after firing the projectiles.

Due to it's longer startup, this move can easily frametrap after Akatsuki's other normals, though it doesn't provide any exceptional reward on hit. On block, it can be plus when spaced, letting Akatsuki make good use of his rewarding normals.

Version Level P1 P2
236C 3 80 80×4
j.236C 3 80 80×4

236C:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 100×4 (400)


j.236C:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 100×4 (400)


EX Armor Piercing Kick

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 700×6, 2000 All 7 1{(6)1}×5(10)3 11+10L -7 H×7
j.214C 700×6, 2000 All 7 1{(6)1}×5(10)3 Until L+10L H
  • Hits 7 times.
  • Final hit wallbounces on hit.

Akatsuki does multiple advancing spin kicks, ending with a split kick. Travels full-screen and ends with a wall bounce. Only combos into B Armor Piercing Kick and Kamikaze mid-screen. However, in the corner it combos into all A and B normals, all versions of Armor Piercing Kick, and Kamikaze. Greatly increases combo damage if used early and the opponent is cornered by the final hit. As this version is unsafe on block and the B version has stronger Active Switch potential, don't bother using this version on block.

Version Level P1 P2
214C 3 80 70
j.214C 3 80 70

214C:

  • Minimum Damage 70×6, 200 (620)


j.214C:

  • Minimum Damage 70×6, 200 (620)


Partner Skills

5P

EX Armor Piercing Kick

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12 B
  • Hits 4 times.
  • Final hit wallbounces on hit.

Identical to EX Armor Piercing Kick, albeit with less hits, damage, and travel distance. Very easy to convert into a full combo while also providing good corner carry. Long duration makes it his best assist for applying mix-ups safely.

Level P1 P2
3 70 80
  • Minimum Damage 25×3, 100 (175)


6P

B Blitz Shot

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All (18)+10 Until Hit Total: (18)+46 -15 P1
  • Knockdown on hit.

Standard projectile assist used to safely poke opponents from a distance or extend certain combos. As this is Akatsuki's fastest overall assist it is very important for Cross Combo extensions and block strings.

Level P1 P2
3 70 80
  • Minimum Damage 50


4P

Human Cannon

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200, 800×2 All (18)+14 4,3,11 13+21L -29 B
  • Hits 3 times.
  • Launches opponents on hit.

Primarily used as an anti-air though it is also used to call out Cross Bursts due to the high hitstun and launch height on hit.

Level P1 P2
4 70 85
  • Minimum Damage 60, 40×2 (140)


Distortion Skills

Kamikaze

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 262×23, 782, 1304, 4428
[1000, 262×25, 782, 1304, 6514]
All 1+(68 Flash)+7 7 38 -24 B 1~16 All
  • Follow-ups only occurs if the first hit lands on the opponent's point character.
  • First hit restands the opponent on hit, the final hit wall bounces on hit.

Akatsuki charges forward with a punch that travels over half-screen. If it successfully hits the opponent, he follows up with a rapid series of punches and kick before uppercutting the opponent into the air and blowing them away with a Blitz Motor powered explosion. Used to end combos with high damage or to blow through zoning and spacing. Can also be used as a reversal though it is much more unsafe then Reflector so this isn't recommended. Terrible in happy birthday situations as the follow-ups don't hit partner characters.

Level P1 P2
5 80, 48×24 60
  • Values in [] are for Enhanced version
  • Minimum Damage 100, 20×23, 140, 260, 1151 (2111)
  • [Minimum Damage 100, 20×25, 78, 130, 1498 (2306)]


Thunderbolt

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3980 [4980] All 6+(87 Flash)+10 4 32 -17 B 1~15 All
  • Launches opponents on hit.

Akatsuki does a powerful axe kick. Has low damage compared to most other supers but in exchange it has so much hitstun that he can extend combos off of it. Has a somewhat lengthy amount of start-up, making hard to combo from certain attacks and reducing its viability as a reversal.

Level P1 P2
4 60 80
  • Values in [] are for Enhanced version
  • Minimum Damage 796 [996]


Distortion Skill Duo

Kamikaze

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 250×2, 1000 [500, 300×2, 1400] All 1+(84 Flash)+1 7 38 -24 B 1~8 All
  • Hits 4 times, only once on block or whiff.
  • First hit restands the opponent on hit, the final hit wall bounces on hit.

Modified version of Kamikaze that drops the intermediate hits in exchange for the ability to hit partner characters. Use it if the extra damage will K.O a character.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Ouka-Kai

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(75 Flash)+11 Until Hit Total 77 -45 P2 1~40 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Grants victory upon a successful hit

Akatsuki punches the ground, creating a tremor that launches across the screen. If it hits, he steadies himself before launching a decisive punch that instantly K.O.'s the opponent. Very easy to combo into due to its extreme range and speed. Can be used as an all-or-nothing reversal thanks to the start-up invincibility.

Level P1 P2
5

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