BBTag/Akatsuki: Difference between revisions

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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 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 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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{{#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=Special service announcement, unlike in UNIST, this is not a low
|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= * Not a low
{{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= * Low poke
{{Description|6|text= A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button. 
* Can rebeat to 5A
  }}
  }}
}}
}}
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{{#lsth:BBTag/Akatsuki/Data|2C}}
{{#lsth:BBTag/Akatsuki/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text= * sweep
{{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=Old j.7/9B
|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
Line 209: Line 208:
{{#lsth:BBTag/Akatsuki/Data|j.A}}
{{#lsth:BBTag/Akatsuki/Data|j.A}}
{{!}}-
{{!}}-
{{Description|6|text= * Move 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.
 
What this move is used for
  }}
  }}
{{!}}-
{{!}}-
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{{#lsth:BBTag/Akatsuki/Data|j.AA}}
{{#lsth:BBTag/Akatsuki/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text= * Move description
{{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.
 
What this move is used for
  }}
  }}
}}
}}
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{{#lsth:BBTag/Akatsuki/Data|j.B}}
{{#lsth:BBTag/Akatsuki/Data|j.B}}
{{!}}-
{{!}}-
{{Description|5|text= * Move 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.
 
What this move is used for
  }}
  }}
}}
}}
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{{#lsth:BBTag/Akatsuki/Data|j.C}}
{{#lsth:BBTag/Akatsuki/Data|j.C}}
{{!}}-
{{!}}-
{{Description|6|text= * Instant Overhead
{{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.


* Can't be cancelled to followup solo
* Safejump
* Has good proration if combo-ed with an assist
  }}
  }}
}}
}}
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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="Now go!"
|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= * A counter-type reversal
{{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.
* Super cancellable before the punch if the "parry" is hit
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.
* 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
  }}
  }}
{{!}}-
{{!}}-
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{{#lsth:BBTag/Akatsuki/Data|AD Attack}}
{{#lsth:BBTag/Akatsuki/Data|AD Attack}}
{{!}}-
{{!}}-
{{Description|7|text= * Short range punch
{{Description|7|text= The punch. The range is a bit lacking, but gets the job done.
 
If you don't have meter, this is fine-ish as far as counter DPs go.
  }}
  }}
{{!}}-
{{!}}-
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{{#lsth:BBTag/Akatsuki/Data|j.AD}}
{{#lsth:BBTag/Akatsuki/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text= * Move description
{{Description|7|text= Same as your grounded parry, but in the air.
 
What this move is used for
  }}
  }}
{{!}}-
{{!}}-
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{{#lsth:BBTag/Akatsuki/Data|j.AD Attack}}
{{#lsth:BBTag/Akatsuki/Data|j.AD Attack}}
{{!}}-
{{!}}-
{{Description|7|text= * Placeholder
{{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|6|text= * Travels slower than even 236A
{{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|6|text= * Wallbounce on hit
{{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
BBTag Akatsuki Portrait.png
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 while his Shoryuken-type special Human Cannon is assist only, Akatsuki both no longer plays like a classic shoto and has lost access to a reliable anti-air reversal
  • Somewhat weak mid-range game
  • Needs meter to extend his combos midscreen
  • His burst hitbox is on the smaller side.



Normal Moves

4A
4A
BBTag Akatsuki 4A.png
Jib
BBTag Akatsuki 4AA.png
Jab
BBTag Akatsuki 4AAA.png
Close B, but chainable?
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 2 12 0 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
BBTag Akatsuki 4A.png
Jib
BBTag Akatsuki 4A Hitbox.png
4A and 4AA have identical hitboxes

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


4AA
normal
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
BBTag Akatsuki 4AA.png
Jab
BBTag Akatsuki 4A Hitbox.png
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


4AAA
normal
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
BBTag Akatsuki 4AAA.png
Close B, but chainable?
BBTag Akatsuki 4AAA Hitbox.png

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
BBTag Akatsuki 5A.png
Two frames slower, but still good!
BBTag Akatsuki 5AA.png
Another kick
BBTag Akatsuki 5AAA.png
4AAA uses only my fists, so I only use my legs here
BBTag Akatsuki 5AAAA.png
Actually, forget it
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 3 16 -2 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
BBTag Akatsuki 5A.png
BBTag Akatsuki 5A Hitbox.png

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


5AA
normal
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
BBTag Akatsuki 5AA.png
Three frames slower, but still good!
BBTag Akatsuki 5AA Hitbox.png

Another kick. Akatsuki's old 66C. Combo filler.

5AAA


5AAA
normal
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
BBTag Akatsuki 5AAA.png
BBTag Akatsuki 5AAA Hitbox.png

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


5AAAA
normal
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
BBTag Akatsuki 5AAAA.png
BBTag Akatsuki 5AAAA Hitbox.png

Akatsuki uses the blitz motor to create an explosion in front of him. Due to its lack of followups and the fact that it's punishable if 5AAA is pushblocked, you won't be using this for anything other than a Cross Raid.

5B
5B
BBTag Akatsuki 5B.png
Don't miss this
BBTag Akatsuki 5BB.png
Get up here!
BBTag Akatsuki 5BBB.png
Get down there!
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 10 5 24 -10 B 7~9 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 37 Launch 51 12 +0 +5
BBTag Akatsuki 5B.png
Don't miss this.
BBTag Akatsuki 5B Hitbox.png

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


5BB
normal
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
BBTag Akatsuki 5BB.png
Get up here!
BBTag Akatsuki 5BB Hitbox.png

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


5BBB
normal
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 -
BBTag Akatsuki 5BBB.png
Get down there!
BBTag Akatsuki 5BBB Hitbox.png

Akatsuki's old air throw...sort of. It will only grab an opponent in hitstun. This won't come out if 5BB is blocked prior. This can be special or super cancelled, which you'll mostly use for either his tatsus or 214B+C to extend combos, or 236B+C to end them.

5C
5C
BBTag Akatsuki 5C.png
The Chad Chop
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Akatsuki 5C.png
BBTag Akatsuki 5C Hitbox.png


An overhead chop. Akatsuki's old 6B. Quick to come out, but unsafe on block, so be wary of using this.

2A
2A
BBTag Akatsuki 2A.png
From not being a low, to being a low, back to not being a low.... I repeat, not a low
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 7 2 12 -2 F - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Akatsuki 2A.png
From not being a low, to being a low, back to not being a low....
BBTag Akatsuki 2A Hitbox.png


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
BBTag Akatsuki 2B.png
Same
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 9 6 18 -7 F - - 90
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
BBTag Akatsuki 2B.png
BBTag Akatsuki 2B Hitbox.png


A low, stylish kick. Your fastest low button. Has quite a few active frames, making it a good low meaty button.

2C
2C
BBTag Akatsuki 2C.png
Same
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 12 5 19 -5 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 26 Launch 41 12 +0 +5
BBTag Akatsuki 2C.png
BBTag Akatsuki 2C Hitbox.png


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
BBTag Akatsuki jA.png
Coming in!
BBTag Akatsuki jAA.png
Hey, where have I seen this before?
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 10 3 18 - 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
BBTag Akatsuki jA.png
Coming in!
BBTag Akatsuki jA Hitbox.png

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.AA
normal
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
BBTag Akatsuki 5BB.png
Hey, where have I seen this before?
BBTag Akatsuki 5BB Hitbox.png

Akatsuki kicks his leg upwards. Combo filler, but Akatsuki's air game is heavily limited, so you won't see this much. Can at least link into j.C if close enough.

j.B
j.B
BBTag Akatsuki jB.png
Air Chad Chop
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 12 4 25 - H - - 80
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
BBTag Akatsuki jB.png
BBTag Akatsuki jB Hitbox.png

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
BBTag Akatsuki jC.png
Who needs to dive kick when you got your fists?
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 1500 High 20 Until L,2 21 -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
BBTag Akatsuki jC.png
Dive kicking is for losers.
BBTag Akatsuki jC1 Hitbox.pngBBTag Akatsuki jC2 Hitbox.png


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
BBTag Akatsuki GroundThrow.png
Shock This!
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 200×4, 1200 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 60 - - - - 0, 0/+14×5, 5 -
Minimum damage 2000
BBTag Akatsuki GroundThrow.png
BBTag Akatsuki Throw Hitbox.png

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)
BBTag Akatsuki Reflector.png
Come!
BBTag Akatsuki ReflectorAttack.png
Now go!
Template:AttackDataHeader-BBTag
Parry


AD
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 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
BBTag Akatsuki Reflector.png
Come!
BBTag Akatsuki RA1 Hitbox.png

Counter-type reversal. Akatsuki brings his arms up to project a shield. If hit, Akatsuki will either punch forward if the attack was physical, or do nothing (and cancel the recovery) if the attack was a projectile or partner move. An important change from UNIST is that if you counter a physical attack, you cannot choose your followup; Akatsuki will always punch. This means this loses to physical attacks with long hitboxes; say goodbye to parrying every hit of Merkava's supers. You'll really get the most out of it when countering a projectile, but since those aren't done up close, what you can do to punish them is limited. At the very least, cancelling into 236B+C is a good, long range punish, and 214BC can lead into a combo if close enough, or be a high damage punish to a partner.

Attack


AD Attack
Reflector (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
BBTag Akatsuki ReflectorAttack.png
Now go!
BBTag Akatsuki RA2 Hitbox.png

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

Air Parry


j.AD
Air 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

BBTag Akatsuki Reflector.png
Come!
BBTag Akatsuki RA1 Hitbox.png

Same as your grounded parry, but in the air.

Air Attack


j.AD Attack
Air Reflector (Attack)
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 20 4 Until L - H 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
BBTag Akatsuki ReflectorAttack.png
Now go!
BBTag Akatsuki RA2 Hitbox.png

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


Skills

Blitz Shot
Blitz Shot
236A/B
(Air OK)
BBTag Akatsuki BlitzShot.png
Hadoudan!
BBTag Akatsuki AirBlitzShot.png
Denkoken!
Template:AttackDataHeader-BBTag
Ground A


236A
A Blitz Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 Until Hit Total: 44 -13 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 0/+5 +5 +10
Minimum Damage 75
BBTag Akatsuki BlitzShot.png
BBTag Akatsuki 236A Hitbox.png
  • Slower fireball

Slow enough that you can kind of run in behind this, but fast enough that it's not really great at that.

Ground B


236B
B Blitz Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 Until Hit Total: 46 -15 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 0/+5 +5 +10
Minimum Damage 75
BBTag Akatsuki BlitzShot.png
BBTag Akatsuki 236A Hitbox.png
  • Fast fireball

For full-screen harassment

Air A


j.236A
Air A Blitz Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 Until Hit Total: Until L+7L - P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 0/+5 +5 +10
Minimum Damage 75
BBTag Akatsuki AirBlitzShot.png
BBTag Akatsuki j236A Hitbox.png
  • Slower fireball, travels downward at about 45 degrees

The angle on this makes this not great outside of close range

Air B


j.236B
Air B Blitz Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 Until Hit Total: Until L+7L - P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 0/+5 +5 +10
Minimum Damage 75
BBTag Akatsuki AirBlitzShot.png
BBTag Akatsuki j236A Hitbox.png
  • Fast fireball, angle is the same as j236A

Kind of redundant with j236A

Armor Piercing Kick
Armor Piercing Kick
214A/B
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
CHESTO!
Template:AttackDataHeader-BBTag
Ground A


214A
A Armor Pierce Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1850 All 11 4 6+9L -2~+1 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 20 25 25 39 11 +0 +2
Minimum Damage 92
BBTag Akatsuki ArmorPiercingKick.png
I'm gonna round start Chesto.
BBTag Akatsuki 214A Hitbox.png
Does just this kick for A version
  • A single hop kick
  • Safe on block

Good for ending blockstrings

Ground B


214B
B Armor Piercing Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2, 1500 All×2, High 11 4(6)5(6)4 4+22L -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3×2, 5 16×2, 25 20, Launch×2 45×2, 80 + GBounce 25, Launch×2 59×2, 96 + GBounce 11×2, 13 +0 +2×2, +8
Minimum Damage 50×2, 75 (175)
BBTag Akatsuki ArmorPiercingKick.png
I'm gonna round start Chesto.
BBTag Akatsuki 214A Hitbox.pngBBTag Akatsuki 214B2 Hitbox.pngBBTag Akatsuki 214B3 Hitbox.png
  • A triple-kick tatsu
  • Last kick is an overhead

You're not going to catch anybody with the overhead on this, so it's more or less combo fodder or a cross-combo tool.

Air A


j.214A
Air A Armor Piercing Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1850 All 11 4 Until L + 7L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 20 25 25 39 11 +0 +2
Minimum Damage 92
BBTag Akatsuki ArmorPiercingKick.png
BBTag Akatsuki 214A Hitbox.png
  • Like the grounded version, but in the air

This is still pretty safe, so you can do this after a blocked 5BB to make that safe(ish?)

Air B


j.214B
Air B Armor Piercing Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2, 1500 All×2, High 11 4(8)3 Until L + 20L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3×2, 5 16 20, Launch 45 25, Launch 59 11 +0 +2
Minimum Damage 50×2, 75 (175)
BBTag Akatsuki ArmorPiercingKick.png
BBTag Akatsuki 214A Hitbox.pngBBTag Akatsuki 214B2 Hitbox.pngBBTag Akatsuki 214B3 Hitbox.png
  • Just like regular B tatsu, but in the air.
  • Akatsuki will bring the opponent to the ground regardless of height, and in resonance this can be super cancelled.


Extra Skills

Blitz Shot
EX Blitz Shot
236C
(Air OK)
BBTag Akatsuki BlitzShot.png
Swiggy swootral, I now control neutral
BBTag Akatsuki AirBlitzShot.png
One man bullet barrage
Template:AttackDataHeader-BBTag
Ground


236C
EX Blitz Shot
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×4 All 15 P{(5)P}×3 Total 54 -3 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10
Each P in active frames represents a projectile spawned
Minimum Damage 100×4 (400)
BBTag Akatsuki BlitzShot.png
BBTag Akatsuki 236C Hitbox.png
  • Travels slower than even 236A
  • His multiple times
Air


j.236C
Air EX Blitz Shot
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×4 All 15 P{(5)P}×3 Total Until L+7L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×4 3 16 Launch 60 Launch 74 0/+5 +5 +10
Each P in active frames represents a projectile spawned
Minimum Damage 100×4 (400)
BBTag Akatsuki AirBlitzShot.png
One-man bullet barrage.
BBTag Akatsuki j236C Hitbox.png
  • Multi-hits
  • Travels 45 degrees downward

May have some kind of use in extended air combos?

Armor Piercing Kick
EX Armor Piercing Kick
214C
(Air OK)
BBTag Akatsuki ArmorPiercingKick.png
CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
Template:AttackDataHeader-BBTag
Ground


214C
EX Armor Piercing Kick
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×6, 2000 All 7 1{(6)1}×5(10)3 11+10L -7 H×7 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2
Minimum Damage 70×6, 200 (620)
BBTag Akatsuki ArmorPiercingKick.png
CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
BBTag Akatsuki 214C1 Hitbox.pngBBTag Akatsuki 214C2 Hitbox.png
x6
  • Wallbounce on hit

This is how you extend Akatsuki's limited combo game.

Air


j.214C
Air EX Armor Piercing Kick
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×6, 2000 All 7 1{(6)1}×5(10)3 Until L+10L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 17×6, Launch 40×6, 40 + WBounce 22×6, Launch 54×6, 54 + WBounce 5×6, 12 +0 +2
Minimum Damage 70×6, 200 (620)
BBTag Akatsuki ArmorPiercingKick.png
CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!
BBTag Akatsuki 214C1 Hitbox.pngBBTag Akatsuki 214C2 Hitbox.png
x6
  • Wallbounce on hit


Partner Skills

5P
5P
EX Armor Piercing Kick
BBTag Akatsuki ArmorPiercingKick.png
CHESTO FOREVER!!
Template:AttackDataHeader-BBTag
5P
B Armor Piercing Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×3, 2000 All (18)+13 1(6)1(6)1(10)3 11+15L -12 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17×3, Launch 45×3, 60 + WBounce - - 5×3, 12 +0 -
Minimum Damage 25×3, 100 (175)
BBTag Akatsuki ArmorPiercingKick.png
CHESTO FOREVER!!
BBTag Akatsuki 214C1 Hitbox.pngBBTag Akatsuki 214C2 Hitbox.png
x3
  • Awesome 5P to start pressure in aggresive teams
6P
6P
Blitz Shot
BBTag Akatsuki BlitzShot.png
Template:AttackDataHeader-BBTag
6P
Blitz Shot
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All (18)+10 Until Hit Total: (18)+46 -15 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 - - 0/+5 +5 -
Minimum Damage 50
BBTag Akatsuki BlitzShot.png
BBTag Akatsuki 236A Hitbox.png
  • Quick fireball assist
4P
4P
Human Cannon
BBTag Akatsuki HumanCannon.png
Oh, there's my DP
Template:AttackDataHeader-BBTag
4P
Human Cannon
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 800×2 All (18)+14 4,3,11 13+21L -29 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 Launch 95 8 +0 +5
Minimum Damage 60, 40×2 (140)
BBTag Akatsuki HumanCannon.png
Oh, there's my DP
BBTag Akatsuki 4P Hitbox.png
  • The knockback is awesome for burst punishes
  • Good AA Assist


Distortion Skills

Kamikaze
Kamikaze
236B+C
BBTag Akatsuki Kamikaze.png
"Blitz Motor engaged!"
BBTag Akatsuki Kamikaze2.png
"Brace for impact!"
Template:AttackDataHeader-BBTag
236BC
Kamikaze
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 262×23, 782, 1304, 4428
[1000, 262×25, 782, 1304, 6514]
All 1+(68 Flash)+7 7 38 -24 B 1~16 All - 80, 48×24
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 75×24, Launch×3
[75×8, Launch×21]
Stand×24, 120×2, 120 + WBounce
[Stand×8, 120×20, 120 + WBounce]
- - 1 1, 1×23, 22×2, 20 -
Values in [] are for Enhanced version
Minimum Damage 100, 20×23, 140, 260, 1151 (2111)
[Minimum Damage 100, 20×25, 78, 130, 1498 (2306)]
BBTag Akatsuki Kamikaze.pngBBTag Akatsuki Kamikaze2.png
BBTag Akatsuki 236BC Hitbox.png


  • If a fireball is parried this super can be used to punish from long distance
Thunderbolt
Thunderbolt
214B+C
BBTag Akatsuki Thunderbolt.png
I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...
BBTag Akatsuki Thunderbolt2.png
The ULTIMATE C H E S T O !
Template:AttackDataHeader-BBTag
214BC
Thunderbolt
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3980 [4980] All 6+(87 Flash)+10 4 32 -17 B 1~15 All - 60
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 Launch 100 + GBounce Launch 115 + GBounce 5 +15 +15
Values in [] are for Enhanced version
Minimum Damage 796 [996]
BBTag Akatsuki Thunderbolt.pngBBTag Akatsuki Thunderbolt2.png
The ULTIMATE C H E S T O !
BBTag Akatsuki 214BC Hitbox.png


  • Allows free follow ups as it has a TON of hit stun.
  • Deals little damage in comparison to other Distortion Skills in exchange for free follow ups


Distortion Skill Duo

Kamikaze
P during Main Character's Distortion Skill
BBTag Akatsuki Kamikaze2.png
"CLENCH! YOUR! TEETH!"
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Kamikaze
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 250×2, 1000 [500, 300×2, 1400] All 1+(84 Flash)+1 7 38 -24 B 1~8 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 21, Launch×3 Stand, 90×2, 90 + WBounce - - 1 1, 22×2, 20 -
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBTag Akatsuki Kamikaze2.png
"CLENCH! YOUR! TEETH!"
BBTag Akatsuki 236BC Hitbox.png



Astral Heat

Ouka-Kai
222B+C
BBTag Akatsuki Ouka.png
"May the blossoms of my country forever bloom!"
BBTag Akatsuki Ouka2.png
"Let evil scatter before me!"
"SHIN! OUKA-KAI!"
Template:AttackDataHeader-BBTag
222BC
Ouka-Kai
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(75 Flash)+11 Until Hit Total 77 -45 P2 1~40 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0 - -
BBTag Akatsuki Ouka.pngBBTag Akatsuki Ouka2.png
"May the blossoms of my country forever bloom!""Let evil scatter before me!"
"SHIN! OUKA-KAI!"
BBTag Akatsuki 222BC Hitbox.png



Roadmap

Template:Roadmap

Navigation

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.