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* Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs | * 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 | * 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 | * High solo damage, specially in the corner where he does not need meter to extend combos. | ||
* Strong support overall | * 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. | * Can unload all of your meter in a single combo, making him a monster in resonance. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* B Smart combo makes Akatsuki airborne, limiting followup/cancel options | * B Smart combo makes Akatsuki airborne, limiting followup/cancel options | ||
* Due to Reflector being | * 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 | * Somewhat weak mid-range game | ||
* | * Needs meter to extend his combos midscreen | ||
* His burst hitbox is on the smaller side. | |||
|- | |- | ||
|} | |} | ||
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====== <font style="visibility:hidden" size="0">4A</font> ====== | ====== <font style="visibility:hidden" size="0">4A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_4A.png |caption= | |image=BBTag_Akatsuki_4A.png |caption=Jib | ||
|image2=BBTag_Akatsuki_4AA.png|caption2= | |image2=BBTag_Akatsuki_4AA.png|caption2=Jab | ||
|image3=BBTag_Akatsuki_4AAA.png |caption3= Close B, but chainable? | |image3=BBTag_Akatsuki_4AAA.png |caption3=Close B, but chainable? | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|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}} | {{AttackVersion|name=4AA}} | ||
{{#lsth:BBTag/Akatsuki/Data|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}} | {{AttackVersion|name=4AAA}} | ||
{{#lsth:BBTag/Akatsuki/Data|4AAA}} | {{#lsth:BBTag/Akatsuki/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_5A.png |caption= | |image=BBTag_Akatsuki_5A.png |caption=Two frames slower, but still good! | ||
|image2=BBTag_Akatsuki_5AA.png |caption2= | |image2=BBTag_Akatsuki_5AA.png |caption2=Another kick | ||
|image3=BBTag_Akatsuki_5AAA.png |caption3= | |image3=BBTag_Akatsuki_5AAA.png |caption3=4AAA uses only my fists, so I only use my legs here | ||
|image4=BBTag_Akatsuki_5AAAA.png |caption4= | |image4=BBTag_Akatsuki_5AAAA.png |caption4=Actually, forget it | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|5A}} | {{#lsth:BBTag/Akatsuki/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|5AA}} | {{#lsth:BBTag/Akatsuki/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= Another kick. Akatsuki's old 66C. Combo filler. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|5AAA}} | {{#lsth:BBTag/Akatsuki/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|5AAAA}} | {{#lsth:BBTag/Akatsuki/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_5B.png |caption= Don't miss this | |image=BBTag_Akatsuki_5B.png |caption=Don't miss this | ||
|image2=BBTag_Akatsuki_5BB.png |caption2= | |image2=BBTag_Akatsuki_5BB.png |caption2=Get up here! | ||
|image3=BBTag_Akatsuki_5BBB.png |caption3= | |image3=BBTag_Akatsuki_5BBB.png |caption3=Get down there! | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|5B}} | {{#lsth:BBTag/Akatsuki/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|5BB}} | {{#lsth:BBTag/Akatsuki/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|5BBB}} | {{#lsth:BBTag/Akatsuki/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Akatsuki/Data|5C}} | {{#lsth:BBTag/Akatsuki/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_2A.png |caption= | |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= | |image2=BBTag_Akatsuki_2AA.png |caption2=I repeat, ''not a low'' | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|2A}} | {{#lsth:BBTag/Akatsuki/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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. | ||
}} | }} | ||
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{{#lsth:BBTag/Akatsuki/Data|2B}} | {{#lsth:BBTag/Akatsuki/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Akatsuki/Data|2C}} | {{#lsth:BBTag/Akatsuki/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_jA.png |caption= | |image=BBTag_Akatsuki_jA.png |caption=Coming in! | ||
|image2=BBTag_Akatsuki_jAA.png |caption2= Hey where have I seen this before? | |image2=BBTag_Akatsuki_jAA.png |caption2=Hey, where have I seen this before? | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|j.A}} | {{#lsth:BBTag/Akatsuki/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|j.AA}} | {{#lsth:BBTag/Akatsuki/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_jB.png |caption= Air Chad Chop | |image=BBTag_Akatsuki_jB.png |caption=Air Chad Chop | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|j.B}} | {{#lsth:BBTag/Akatsuki/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= An aerial chop. Knocks an aerial opponent down on hit, but the knockdown is worse than j.C in that regard. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_jC.png |caption= Who needs to dive kick when you got your fists? | |image=BBTag_Akatsuki_jC.png |caption=Who needs to dive kick when you got your fists? | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
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{{#lsth:BBTag/Akatsuki/Data|j.C}} | {{#lsth:BBTag/Akatsuki/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Akatsuki/Data|BC}} | {{#lsth:BBTag/Akatsuki/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|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. | ||
}} | }} | ||
}} | }} | ||
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{{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<br>(Air Ok) | |input=5A+D<br>(Air Ok) | ||
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{{AttackVersion|name=Parry}} | {{AttackVersion|name=Parry}} | ||
{{#lsth:BBTag/Akatsuki/Data|AD}} | {{#lsth:BBTag/Akatsuki/Data|AD}} | ||
{{!}}- | |||
{{Description|7|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}} | {{#lsth:BBTag/Akatsuki/Data|AD Attack}} | ||
{{!}}- | |||
{{Description|7|text= The punch. The range is a bit lacking, but gets the job done. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air Parry}} | {{AttackVersion|name=Air Parry}} | ||
{{#lsth:BBTag/Akatsuki/Data|j.AD}} | {{#lsth:BBTag/Akatsuki/Data|j.AD}} | ||
{{!}}- | |||
{{Description|7|text= Same as your grounded parry, but in the air. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air Attack}} | {{AttackVersion|name=Air Attack}} | ||
{{#lsth:BBTag/Akatsuki/Data|j.AD Attack}} | {{#lsth:BBTag/Akatsuki/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= The aerial punch. For some reason, this is blockable, but you probably won't encounter a situation where this matters. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Blitz Shot</font> ====== | ====== <font style="visibility:hidden" size="0">Blitz Shot</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_BlitzShot.png |caption= | |image=BBTag_Akatsuki_BlitzShot.png |caption=Hadoudan! | ||
|image2=BBTag_Akatsuki_AirBlitzShot.png |caption2= | |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 | ||
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{{#lsth:BBTag/Akatsuki/Data|236A}} | {{#lsth:BBTag/Akatsuki/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | Slow enough that you can kind of run in behind this, but fast enough that it's not really great at that. | ||
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{{#lsth:BBTag/Akatsuki/Data|236B}} | {{#lsth:BBTag/Akatsuki/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * Fast fireball | ||
For full-screen harassment | For full-screen harassment | ||
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{{#lsth:BBTag/Akatsuki/Data|j.236A}} | {{#lsth:BBTag/Akatsuki/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * Slower fireball, travels downward at about 45 degrees | ||
The angle on this makes this not great outside of close range | The angle on this makes this not great outside of close range | ||
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====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Armor Piercing Kick</font> ====== | ||
{{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 | ||
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{{#lsth:BBTag/Akatsuki/Data|214A}} | {{#lsth:BBTag/Akatsuki/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * A single hop kick | ||
* Safe on block | * Safe on block | ||
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{{#lsth:BBTag/Akatsuki/Data|214B}} | {{#lsth:BBTag/Akatsuki/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|j.214A}} | {{#lsth:BBTag/Akatsuki/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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?) | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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====== <font style="visibility:hidden" size="0">Blitz Shot</font> ====== | ====== <font style="visibility:hidden" size="0">Blitz Shot</font> ====== | ||
{{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 | ||
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{{#lsth:BBTag/Akatsuki/Data|236C}} | {{#lsth:BBTag/Akatsuki/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * Travels slower than even 236A | ||
* His multiple times | * His multiple times | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|214C}} | {{#lsth:BBTag/Akatsuki/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= * Wallbounce on hit | ||
This is how you extend Akatsuki's limited combo game. | This is how you extend Akatsuki's limited combo game. | ||
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====== <font style="visibility:hidden" size="0">Kamikaze</font> ====== | ====== <font style="visibility:hidden" size="0">Kamikaze</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_Kamikaze.png |caption= ''"Blitz Motor engaged!"'' | |image=BBTag_Akatsuki_Kamikaze.png |caption=''"Blitz Motor engaged!"'' | ||
|image2=BBTag_Akatsuki_Kamikaze2.png |caption2= ''"Brace for impact!"'' | |image2=BBTag_Akatsuki_Kamikaze2.png |caption2=''"Brace for impact!"'' | ||
|input=236B+C | |input=236B+C | ||
|name=Kamikaze | |name=Kamikaze | ||
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====== <font style="visibility:hidden" size="0">Thunderbolt</font> ====== | ====== <font style="visibility:hidden" size="0">Thunderbolt</font> ====== | ||
{{MoveData | {{MoveData | ||
|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... | |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_Thunderbolt2.png |caption2= The ULTIMATE '''''C H E S T O !''''' | |image2=BBTag_Akatsuki_Thunderbolt2.png |caption2=The ULTIMATE '''''C H E S T O !''''' | ||
|input=214B+C | |input=214B+C | ||
|name=Thunderbolt | |name=Thunderbolt | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_Kamikaze2.png |caption= '''''"CLENCH! YOUR! TEETH!"''''' | |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 | ||
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==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akatsuki_Ouka.png |caption= ''"May the blossoms of my country forever bloom!"'' | |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!"''''' | |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 |
Revision as of 22:02, 30 January 2020
Akatsuki |
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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
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Normal Moves
4A
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5A
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5B
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5C
5C |
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An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this. |
2A
2A |
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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
2B |
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A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button. |
2C
2C |
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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
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j.B
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An aerial chop. Knocks an aerial opponent down on hit, but the knockdown is worse than j.C in that regard. |
j.C
j.C |
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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
Ground Throw
Ground Throw 5B+C |
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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
Reflector 5A+D (Air Ok) |
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Skills
Blitz Shot
Blitz Shot 236A/B (Air OK) |
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Armor Piercing Kick
Armor Piercing Kick 214A/B (Air OK) |
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Extra Skills
Blitz Shot
EX Blitz Shot 236C (Air OK) |
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Armor Piercing Kick
EX Armor Piercing Kick 214C (Air OK) |
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Partner Skills
5P
5P EX Armor Piercing Kick |
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6P
6P Blitz Shot |
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4P
4P Human Cannon |
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Distortion Skills
Kamikaze
Kamikaze 236B+C |
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Thunderbolt
Thunderbolt 214B+C |
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Distortion Skill Duo
Kamikaze P during Main Character's Distortion Skill |
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Astral Heat
Ouka-Kai 222B+C |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •