BBTag/Akatsuki

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Revision as of 23:18, 18 December 2020 by 101.112.173.175 (talk)
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Overview
Overview
"I am the indomitable Thunder God!"
Lore:Akatsuki (Real name unknown) is a former Imperial Army technical officer, who's mission is to protect a weapon that could turn the tides of the war, the Blitz Engines. As the first solider to have a Blitz Engine implanted into his body, he was dubbed as "Prototype Nr. 1". Believing he would be a threat to his goal of achieving godhood, Akatsuki's superior Murakumo sabotages his submarine and it sinks in the Artic while transporting the Blitz Engines to an allied nation. Little did Murakumo know, the submarine was stuck in the ice, and Akatsuki only remained alive in cryogenic stasis thanks to the Hibernation Control Unit and awakens 50 years later with one goal in mind, "In the event of mission failure, destroy all of the Blitz Engines.", given by Murakumo himself not expecting Akatsuki to survive. Now as the reawakened Thunder God, Akatsuki sets off to the old base in Fuji, encountering many who want the Blitz Engine inside of him.
Pros
Cons
  • 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.


Akatsuki
BBTag Akatsuki Portrait.png

Normal Moves

4A

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4A
4AA
4AAA

  • Jump cancelable.
  • Throw cancelable.
  • Cancels into itself up to 3 times, even on whiff.

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


  • Jump cancelable.
  • Throw cancelable.

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


  • Jump cancelable.

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

5A

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5A
5AA
5AAA
5AAAA

  • Jump cancelable.
  • Throw cancelable.

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


  • Jump cancelable on hit.
  • Throw cancelable.

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


  • Jump cancelable on hit.

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


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

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

5B

Jaw Crusher

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5B
5BB
5BBB

  • Head invulnerable.
  • Launches opponents on hit.

5B is your dedicated anti-air that leads into a full combo on counter hit. Can whiff if the opponent is directly above him.


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

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


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

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

5C

Helm Crusher

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  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

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

2A

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  • Throw cancelable.
  • Cancels into itself up to 3 times, even on whiff.

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

2B

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

2C

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  • Knockdown opponents on hit.

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

j.A

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j.A
j.AA

  • Double jump cancelable.

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


  • Double jump cancelable.

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

j.B

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  • Double jump cancelable.
  • Knocks down airborne opponents on hit.

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

j.C

Tile Crusher

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  • Hits twice.
  • Both hits knockdown on hit.

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

Universal Moves

Ground Throw

5B+C

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  • 100% minimum damage. (2000)
  • Holding back while pressing throw results in a back throw.
  • If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • Launches opponents on hit.
  • Opponents cannot burst during a throw.

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

Reflector

5A+D (Air Ok)

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Parry
Attack
Air Parry
Air Attack

  • Invincible on start-up.
  • Parry catches any and all attacks.
  • Invincibility lasts until recovery ends if the parry is successful.

Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents and destroys projectiles that hit the parry, preventing them from escaping the counter punch or putting Akatsuki at a frame advantage though note that opponents get the same cancel options as they would have on block. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling into a super will make the invul from the parry gapless, useful for punishing long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Parry will always fail if used too soon after an assist call, meaning only partners with very slow assists can be used to combo after the counter punch. Contrary to the animation, this move protects Akatsuki from both sides.

The aerial version maintains aerial momentum and cannot do anything else until Akatsuki reaches the ground. If he lands before the recovery ends, he will transition into the ground version.


  • Invincible on start-up.
  • Air unblockable.
  • Launches opponents away on hit.

Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable but seeing as this attack only occurs if it is guaranteed to hit, neither situation should occur. Will auto correct to hit opponents behind Akatsuki. Can only combo after this move by using certain assists.

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

The aerial version is air blockable, but as it only occurs if it would hit this doesn't amount to anything.

Skills

Blitz Shot

236A/B (Air OK)

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Ground A
Ground B
Air A
Air B

  • All versions knockdown on hit.

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


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


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


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

Armor Piercing Kick

214A/B (Air OK)

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Ground A
Ground B
Air A
Air B

214A

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

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


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

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

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

Extra Skills

EX Blitz Shot

236C (Air OK)

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Ground
Air

  • Hits 4 times, all of which knockdown on hit.
  • Same travel speed as the A version.
  • Air version travels downward at a 45 degree angle.

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

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

EX Armor Piercing Kick

214C (Air OK)

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Ground
Air

  • Hits 7 times.
  • Final hit wallbounces on hit.

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


Partner Skills

5P

EX Armor Piercing Kick

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  • Hits 4 times.
  • Final hit wallbounces on hit.

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

6P

B Blitz Shot

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  • Knockdown on hit.

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

4P

Human Cannon

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  • Hits 3 times.
  • Launches opponents on hit.

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

Distortion Skills

Kamikaze

236B+C

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  • Invincible on start-up.
  • Hits 27 times (29 times in RB), only once on block or whiff.
  • Follow-ups only occurs if the first hit lands on the opponent's point character.
  • First hit restands the opponent on hit, the final hit wall bounces on hit.
  • 10%, 7.7%, 18%, 20%, 26% minimum damage. 100 + (20 x 23) + 140 + 260 + 1151 = 2111
  • (RB) 10%, 7.7%, 10%, 23% minimum damage. 100 + (20 x 25) + 78 + 130 + 1489 = 2297

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

Thunderbolt

214B+C

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  • Invincible on start-up.
  • Hits once.
  • Launches opponents on hit.
  • 20% minimum damage. 796 (996 in RB)

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

Distortion Skill Duo

Kamikaze

P during Partner's Distortion Skill

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  • Hits 4 times, only once on block or whiff.
  • First hit restands the opponent on hit, the final hit wall bounces on hit.
  • 100% minimum damage. 500 + 250 + 250 + 1000 = 2000
  • (RB) 100% minimum damage. 500 + 300 + 300 + 1400 = 2500

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

Astral Heat

Ouka-Kai

222B+C

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  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit

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

External References

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.