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* 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 | * Needs meter to extend his combos midscreen | ||
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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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{{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=Get up | |image2=BBTag_Akatsuki_5BB.png |caption2=Get up here! | ||
|image3=BBTag_Akatsuki_5BBB.png |caption3=Get down there! | |image3=BBTag_Akatsuki_5BBB.png |caption3=Get down there! | ||
|name=5B | |name=5B | ||
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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=I repeat, ''not a low'' | |image2=BBTag_Akatsuki_2AA.png |caption2=I repeat, ''not a low'' | ||
|name=2A | |name=2A | ||
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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 | ||
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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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{{#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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{{#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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{{#lsth:BBTag/Akatsuki/Data|AD}} | {{#lsth:BBTag/Akatsuki/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|AD Attack}} | {{#lsth:BBTag/Akatsuki/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= The punch. The range is a bit lacking, but gets the job done. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Akatsuki/Data|j.AD}} | {{#lsth:BBTag/Akatsuki/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Same as your grounded parry, but in the air. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#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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{{#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. |
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
Strengths | Weaknesses |
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Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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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 |
Template:AttackDataHeader-BBTag
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | |||||
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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 |
Template:AttackDataHeader-BBTag
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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 |
Template:AttackDataHeader-BBTag | ||||
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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) |
Template:AttackDataHeader-BBTag |
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Skills
Blitz Shot
Blitz Shot 236A/B (Air OK) |
Template:AttackDataHeader-BBTag |
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Armor Piercing Kick
Armor Piercing Kick 214A/B (Air OK) |
Template:AttackDataHeader-BBTag |
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Extra Skills
Blitz Shot
EX Blitz Shot 236C (Air OK) |
Template:AttackDataHeader-BBTag |
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Armor Piercing Kick
EX Armor Piercing Kick 214C (Air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P EX Armor Piercing Kick |
Template:AttackDataHeader-BBTag | ||||
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6P
6P Blitz Shot |
Template:AttackDataHeader-BBTag | ||||
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4P
4P Human Cannon |
Template:AttackDataHeader-BBTag | ||||
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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 •