* B Smart combo makes Akatsuki airborne, limiting followup/cancel options
* 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
* Due to Reflector being his reversal action, 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
* Somewhat weak mid-range game
* Needs meter to extend his combos midscreen
* Needs meter to extend his combos midscreen
Revision as of 04:47, 25 January 2020
Akatsuki
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive
Team role
Support
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
Strengths/Weaknesses
Strengths
Weaknesses
Very solid screen carry. Optimal combos can carry fullscreen with little to no effort
Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs
Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage
High solo damage, specially in the corner where he does not need meter to extend combos.
Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.
Can unload all of your meter in a single combo, making him a monster in resonance.
B Smart combo makes Akatsuki airborne, limiting followup/cancel options
Due to Reflector being his reversal action, Akatsuki lost his classic shoto traits, such as losing his Shoryuken, Human Cannon, which is now assist only means no reversal AA
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
4AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000
All
7
4
13
-3
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
2
13
14
14
18
26
10
+0
+1
Jab
4A and 4AA have identical hitboxes
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
4AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
7
4
12
+1
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Close B, but chainable?
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
5A
Two frames slower, but still good!
Another kick
4AAA uses only my fists, so I only use my legs here
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
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
9
3
19
-5
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Three frames slower, but still good!
Another kick. Akatsuki's old 66C. Combo filler.
5AAA
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
10
4
21
-6
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
19
24
34
12
+0
+5
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
5
6
28
-13
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
Launch
60
Launch
76
13
+0
+8
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.
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
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
11
2
14+10L
-9
H
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
22
Launch
36
11
+0
+2
Get up here!
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
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
0×2, 3000
All
7
6
??+0L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
100×2, 85
4
18
-
100 + GBounce
-
-
0
+0
-
Get down there!
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.
From not being a low, to being a low, back to not being a low....
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.
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.
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
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
8
2
19
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Hey, where have I seen this before?
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.
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
Come!
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
Parrying an attack up close into 214BC leads to a combo
Attack
AD AttackReflector (Attack)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2500
Air Unblockable
20
4
20
-5
B
1~29 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
4
18
Launch
60
Launch
75
12
+0
+0
Minimum Damage 125
Now go!
Short range punch
If you don't have meter, this is fine-ish as far as counter DPs go.
Air Parry
j.ADAir Reflector (Catch)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
45
-
-
1~25 Guard All
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
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
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.