Akatsuki Blitzkampf/Wei

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Wei's official profile image

Background

A master of Cosmos of the Mind Fist, who, as a cold-arm assassin, rose up to the ranks of Black Hand's leaders. After his patron was assassinated, Wei searches for the criminal. (from character selection screen)

Introduction

  • Armor Ratio = 0.950

Throws

Normal Moves

Wei's pre-made colors

5A: A very short-ranged gut punch. Refrain from using this in footsie of any sort. 5A should typically be used in corner EX Boost combos as it prorates far less than 2A.

5B: Wei steps forward with a single, open palm thrust then returns to his original position. 5B does fairly well in footsies when used at its max-range (esp. vs mid-level pokes) but loses to lengthy lows. Unfortunately, 5B can be reflected at any level so one should only abuse it if you know the opponent is going to engage in a poke war.

5C: Moves Wei forward with a double-palm strike that launches victim to the wall allowing extended juggles when near the corner. At mid screen, Wei can take the opportunity to sneak in a Boost (22x) without fear of reprisal. On block, 5C deals significant guard damage and creates some distance between Wei and the defender. The range exceeds slightly beyond 5B giving it similar uses when applied to footsies but it's also similar in that it will ultimately lose to lengthly low hits (in fact, 5C appears to be more vulnerable lows). The best ways to incorporate 5C is from a backstep (when previously hovering over a downed opponent) or if your reflexes are sharp 5C can punish the recovery of laggy moves when not charged for a shoulder rush.

2A: Crouching, short-ranged, single-palm thrust. 2A is Wei's primary tool for confirming into a series of bread & butters. Although the startup is average it can still prove to be effective in close-quarters combat and for tick-throwing.

2B:...GDLK. His best anti-air.

2C: Wei leans back on one hand and kicks one leg outward (ala Chun-Li's crouching roundhouse). Much like every other 2C in Blitzkampf, Wei's too produces a sweep that downs the opponent. Its distance is slightly above average and can be used (sparingly) in footsie. Oddly enough, 2C can be used as a far anti-air as it often trades or in some cases beats out jumping attacks. In either case, the knockdown gives Wei the opportunity to yet again activate the Boost of your choice.

j.A: Jumping, horizontal, palm attack. Good for air-to-air and extending jumping combo loops. J.A will recover in time upon landing when reflected allowing a counter-reflect option. The downside is that it will whiff crouching opponents making it far less useful than his other jumping attacks when aiming to start a B&B.

j.B: An aerial split kick. The huge hitbox on the rear leg makes it ideal for cross ups. J.B is angled too far down, mitigating its use as an air-to-air.

j.C: A jumping elbow. Instantly sends an airborne opponent to floor making it somewhat difficult for them to recover. Has the ability to "crush" limbs in an air-to-air battle if thrown out during the ascension of the jump. J.C should primarily be used to punish anticipated projectiles (evaded or reflected) and whiffed moves with heavy recovery.

Command Normals

跳双把 - Chousouha - j.6C: Launches grounded opponent. Pushes Wei back in the air.

Special moves

烏牛擺頭 - Ugyuu Haitou - [4]6+A/B/C:

虎蹲山 - Kosonzan - [4]3+A/B/C:

挑領 - Chouryou - (after Kosonzan) 6+A/B/C:

斬手 - Zanshu - [2]8+A/B/C:

鷂子栽肩 - Youshi Saiken - (after Zanshu) 6+A/B/C:

練精化気 - Rensei Kaki - 22+A/B/C:

  • 22+A Speed up.

Increases walking speed. Dash distance and speed is increased. Jump distance is further and ascent/descent becomes faster.

  • 22+B Super Armor.

Wei gains a 25% defense bonus. Absorbs single hit projectiles.

  • 22+C Power up

Wei's offense/attack damage is increased by 30%.

EX and Super Moves

特攻烏牛擺頭 - EX Ugyuu Haitou - [4]6+B+C:

特攻虎蹲山 - EX Kosonzan - [4]3+B+C:

特攻斬手 - EX Zanshu - [2]8+B+C:

練気化神 - Rensei Keshin - 22+B+C: Speed, Super Armor, and Power up

練神還虚 - Renshin Kankyo - A+B+C:

General Strategy

Wei Tutorial video. One version behind, but pretty much all of it is still applicable.

Combos

Mid-Screen

(2A)x3 -> 5B -> [4]3+A -> (Finisher) 6+C -> 2C

(2A)x2 -> 5B -> [4]3+A -> 2A -> [4]3+B -> (Finisher) 6+C

(2A)x3 -> 5B -> [4]3+A -> 2B -> [4]3+B -> (Finisher) 6+C

[REFLECTOR] (Far, Standing OR Crouching) -> [4]3+C -> (Finisher) 6+C -> 2C

[REFLECTOR] (Close, Standing) -> 5B -> [4]3+B -> (Finisher) 6+C

[REFLECTOR] (Close, Standing OR Crouching) -> 22B+C -> J.A+B


Corner

(2A)x3 -> 5B -> [4]3+A -> 2A -> 2B -> [4]6+B -> (2A)x2 -> 5B -> [4]3+A -> (Finisher) 6+A

Frame Data

source
KD - Knockdown
VB - Variable
*UV - vaule(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  24   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  20   |    3    |   KD   |    --    |
                5+B+C  |  22   |    7    |   KD   |    -2    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
              Normals  ---------------------------------------
                   5A  |  19   |    4    |   -4   |    -4    |
                   5B  |  27   |    9    |   -3   |    -5    |
                   5C  |  32   |   13    |   KD   |    -4    |
                  c.A  |  15   |    4    |   +0   |    +0    |
                  c.B  |  21   |    6    |   +0   |    -2    |
                  c.C  |  35   |   11    |   KD   |    -9    |
                  j.A  |  19   |    4    |   -4   |    -4    |
                  j.B  |  22   |    7    |   VB   |    VB    |
                  j.C  |  28   |    9    |   VB   |    VB    |
           c./5A > 5A  |  19   |    4    |   -4   |    -4    |
           c./5A > 2A  |  15   |    4    |   +0   |    +0    |
      Command Normals  ---------------------------------------
                 j.6C  |  VB   |    9    |   KD   |    VB    | landing recovery is the same as usual jump's
             Specials  ---------------------------------------
               [4]6+A  |  30?  |    9    |   -2?  |    -6?   | *UV
               [4]6+B  |  34?  |   13    |   -2?  |    -6?   | *UV
               [4]6+C  |  42   |   43    |   +0   |    -4    |
               [4]3+A  |  35   |   15    |   KD   |    -5    |
               [4]3+B  |  39   |   19    |   KD   |    -5    |
               [4]3+C  |  47   |   27    |   KD   |    -5    |
           [4]3 > 6+A  |  34   |    3    |   KD   |   -16    |
           [4]3 > 6+B  |  36   |    5    |   KD   |   -16    |
           [4]3 > 6+C  |  38   |    7    |   KD   |   -16    |
               [2]8+A  |  36   |    5    |   KD   |   -14    |
               [2]8+B  |  40   |    7    |   KD   |   -14    |
               [2]8+C  |  44   |    9    |   KD   |   -14    |
           [2]8 > 6+A  |  33   |    5    |   KD   |   -13    |
           [2]8 > 6+B  |  37   |    9    |   KD   |   -13    |
           [2]8 > 6+C  |  41   |   13    |   KD   |   -13    |
                 22+A  |  55   |   --    |   --   |    --    |
                 22+B  |  55   |   --    |   --   |    --    |
                 22+C  |  55   |   --    |   --   |    --    |
       EX and Level 3  ---------------------------------------
             [4]6+B+C  |  41   |    9    |   KD   |   -17    | 1~4F invincible
             [4]3+B+C  | 105   |   11    |   KD   |   -20    | 1~8F invincible
             [2]8+B+C  |  68   |    5    |   KD   |   -21    | 1~6F invincible
               22+B+C  |  10   |   --    |   --   |    --    | 1F invincible? *UV
                A+B+C  |   1   |   --    |   --   |    --    | Superflash 60F, all frames invincible,
                                                               Wei can start moving 1F before superflash ends

Trivia

Wei's Ending
Akatsuki Blitzkampf
General

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Characters

AkatsukiMycaleSaiKanaeFritzMarilyn SueWeiAnonymElektrosoldatBlitztankAdlerMurakumo

Mechanics