Under Night In-Birth/Akatsuki

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Akatsuki

This character page is for the latest version of the game, Under Night In-Birth Exe:Late[st] (UNIST). To see Akatsuki's character page for the previous version, Under Night In-Birth Exe:late (UNIEL), click here.


Introduction

"EXS...? If you mean this 'Power', it's a military secret so I can't tell you."

Story

A man of mystery who suddenly appeared in this world. His body is endowed with a vital secret, he acts in with utmost secrecy.
After awakening from his long slumber, he returned to his homeland to discover the scenery had become all too unfamiliar. Despite not knowing left from right in this land, he fully intends to accomplish the mission that he was entrusted with.
He possesses a body forged from constant training and martial arts and has the ability to discharge electricity through his "Blitzanzug". Possessing a projectile, anti-air, and rushing attacks all together, it's as if he's the main character. Just who is this man...

Unique Trait/Health

Health: 10,700
Dash Type: Step-Dash
Jump Startup: 4f
Backdash: 22f total, 1-9f invulnerable
Character Trait: Double-jump, air throw
Vorpal Trait: Force Function has more combo time and scales better (higher damage potential), 236B has less recovery.

Gameplay

The people prayed for buffs, and their prayers were answered! In UNIST, Akatsuki is a strong, well rounded character with good damage anywhere on the screen and options for almost every situation. While his basic gameplan is mostly the same, playing a very shoto-like neutral game to get in and maintain offense, thanks to the combination of his own changes as well as changes to the rest of the cast, it is now much more effective. While his normals do not boast the range of many characters, they are fast and have strong hitboxes that allow him to contest his opponents at neutral, and once he gets in, it is difficult to get him off.


Pros

  • Simple gameplan supplemented by easy combos
  • Quick normals
  • Good pressure & strong frame traps
  • High health
  • Access to a double jump
  • Not reliant on meter for his best options
  • Access to both a 1f counter and an invulnerable DP to answer different situations
  • Many anti-air options (air throw, DP, parry, f.5C, 6C)


Cons

  • Slower ground mobility
  • Still has issues with spacing and zoning in specific match-ups
  • Very average high/low mix-up, reliant more neutral, punishing and throws

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Temporary note: "X" is a placeholder for any info that is currently unavailable. Once that info is known it will be filled out.

Normal Moves

5A
Akatsuki 5a.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
190 5 2 12 -1 Se,Sp,Ex,Cs,(J) HL -
  • Self cancellable only on block by holding any upward direction

A quick standard jab with good range and a staple combo starter.

2A
Akatsuki 2a.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -1 Se,Sp,Ex,Cs,(J) L -

Self-cancellable crouching jab that has slightly less range than 5A. Now a low in UNIST. Useful for mix-ups and reverse beating in blockstrings.

c.B
Akatsuki 5b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 2 18 +0 Sp,Ex,Cs,(J) HL -

New normal in UNIST. Being neutral on block, this move is great for tick-throwing and stagger pressure. Has a good delay cancel window that allows for good frame trapping. This also now replaces 5B in the Smart Steer autocombo.

f.B
Akatsuki 5b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 2 18 -3 Sp,Ex,Cs,(J) HL -

Akatsuki's best poke. Moves him forward and has good speed and range. It can also OTG at most ranges.

2B
Akatsuki 2b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 8 5 12 +0 Sp,Ex,Cs,(J) L -

A standard low kick. Has an improved hitbox and is neutral on block in UNIST. Important tool for creating high/low mixup, as well as great for ticking into throws. Can easily be confirmed into c.C or f.C and 2C.

c.C
Akatsuki cl5c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
736 9 4 13 +1 Sp,Ex,Cs,(J) HL -

A short knee kick that is Akatsuki's only normal that is plus on block. It can be used to reset pressure or as a meaty on wake up to further increase its frame advantage.

f.C
Akatsuki 5c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 10 4 21 -7 Sp,Ex,Cs,(J) HL -

A far reaching roundhouse. This is usually the last move used to confirm into 6C. In UNIST, the hitbox has been improved so that it no longer whiffs on crouching opponents easily. Very good for catching jump outs after reverse beating or fireball.

2C
Akatsuki 2c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
680 11 5 19 -6 Sp,Ex,Cs,(J) L -

A sweep kick that knocks down. This move can be used to air juggle by using either c.C or f.C afterwards into an air combo. At max ranges where f.C will whiff against standing opponents, this move is preferred as you can go into 6C > 214A into an air combo.

j.A
Akatsuki ja.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 7 X+2 Varies Sp,Ex,Cs H/AS -

A flying knee attack. This move has decent range and can be used to go for tick throws after jumping in. Good air-to-air.

7/9j.B
Akatsuki 9jb.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 10 6 X+3 Varies Sp,Ex,Cs H/AS -
  • Must input 7 or 9 when jumping

A long reaching kick that is great for cross ups. It's downward hitbox has been improved, allowing for new rising j.B confirms on standing opponents.

7/9j.C
Akatsuki 9jc.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 12 4 X+4 Varies Sp,Ex,Cs H/AS -
  • Must input 7 or 9 when jumping

A chop attack similar to his 6B animation. Does more damage and is a better combo starter than 9j.B, but is just a little shorter. Very good during assault mix-up/throw baits.

Command Normals

5AA
Akatsuki 5aa.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
190 5 2 10 -6 Sp,Ex,Cs,(J) HL -

Smart Steer follow up after 5A. Useful for pressure as it moves Akatsuki forward when hit. It can be rapid fire when not hit.

2AA
Akatsuki 2aa.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 10 -1 Sp,Ex,Cs,(J) HL -

Similar to 5AA, but has no Smart Steer to perform a rapid fire punch freely.

6B
Akatsuki 6b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
736 25 2 24 -6 Ex,Cs H -
  • Can Chain Shift and Super cancel on whiff

An Akuma-like overhead chop with great range. While this move is slow and punishable, Akatsuki is one of the few characters who possesses a standing overhead so it can be used to create decent high/low mixup with 2B and 2C. Use this move against opponents who mistime their low shield to GRD break them.

6C
Akatsuki 6c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1210 10 3 29 -16 (Sp),(Ex),Cs HL -
  • Can only be Special and Super cancelled against airborne opponents

Akatsuki's staple launcher. A very important move that is used to confirm into basically every combo. It is also Akatsuki's best starter. It is very punishable on block, but can now be chain shifted on block, allowing for it to be used more to poke and frame traps when in vorpal. Has good head invuln, so it can also be used as an anti-air, making it a very rewarding way to punish obvious/bad jumping.

8j.B
Akatsuki 8jb.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
456 8 2 X+3 Varies Sp,Ex,Cs H/AS -

A wide hitting kick. While this move has a great hitbox, it is only doable from a neutral jump which neuters it's utility. Mostly used during corner combos.

j.2C
Akatsuki j2c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
850 17 7* (max) X+14 -1, 0* (Ex),(Cs) HL/AS -
  • Frame data note 1: Move is active until Akatsuki hits the ground or the opponent.
  • Frame data note 2: Frame advantage is -1 against standing opponents and 0 against crouching opponents

A manly, downward strike that shatters the ground. This move is great at a few things: it can be used in conjunction with his double jump to bait and punish certain anti air attempts and can also be used as a throw bait. It also has very little recovery and frame disadvantage so you can use it to throw off an opponent when using it.

8j.C
Akatsuki 214x.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
736 10 3 X+4 Varies Sp,Ex,Cs H/AS -

Just like 8j.B, this move can only be done from a neutral jump which means it's utility is limited. It causes wallbounce like 66C and is an important tool for Akatsuki's corner combos.

j.6C
Akatsuki j6c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 13 X+4 Varies Sp,Ex,Cs H/AS -

New to UNIST's console/3.20 update. Has a hitbox and animation similar to the last hit of 214B. Causes knockback on grounded hit and knockdown on air hit. Has strong frame advantage when done out of an assault. Even if it is shield at the top of an assault, it is only -1!

Dash Normals

66B
Akatsuki cl5c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 10 2 12 -2 Sp,Ex,Cs HL -

A dashing version of his c.C that is minus on block. Does not have much utility outside of combos.

66C
Akatsuki dash c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
880 11 2 20 -4 Sp,Ex,Cs HL -

A long ranged horizontal kick. Great for neutral and corner fireball pressure, however, it cannot be followed up midscreen unless on counter-hit.

Universal Mechanics

Force Function
B+C
Akatsuki parry.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Catch - 1 13 23 - - - -
  • This move is in High Counter state when hit
  • Standing, crouching, and jump versions have the same amount of active frames

A parry that counters strikes and projectiles, but not throws. Standing B+C will counter mids and highs, crouching B+C will counter lows and mids, and jump B+C will counter projectiles and any aerial move that can be air shielded. When parrying a projectile the follow up attack does not come out and has no recovery. This is useful in situations where an opponent uses a projectile to cover their approach.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Attack 736 6 6 20 -6 (Sp),(Ex),(Cs) HL -
  • Invincible to strikes during the entire duration of this move

After parrying any physical attack, Akatsuki does an invincible follow up attack that can be special cancelled allowing for a short combo. It is important to note that he is only strike invulnerable during the entire duration of the recovery, so he can be thrown either before it comes out or after it is blocked.

Throw
A+D
Akatsuki grab.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
194*4, 856 4 1 22 +18 (hit) - UNB -

A standard throw that is not comboable.

Air Throw
j.A+D
Akatsuki airgrab.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1100 4 1 X+15 +30 (combo stun) - UNB -

Akatsuki is also one of the few characters that has an air throw. The air throw slams the opponent to the ground, and can be followed up the same as j.2C with 5B or c.C into a full combo. New to UNIST, Akatsuki can now combo into air grab in different routes in order to secure a good knockdown midscreen.

Guard Thrust
214D
Akatsuki 5c.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

This counter move can be performed during all versions of parry (either standing, crouching, or in the air), if hit by a none-projectile type attacks from opponent. Cancelling into 214A is a very useful for combo startups on the ground.

Veil Off
A+B+C
Akatsuki veil off.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Lightning Shot
「電光弾」

236X
Akatsuki 236x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 925 13 106 (max) 33 -6 Ex,Cs HLA -
  • All versions of this move are in High Counter state when hit

A slow version of his fireball. Allows you to charge GRD as the fireball protects you from other single-hit projectiles or to cover your approach as you throw it and dash behind it. Is plus on block if spaced properly in a blockstring.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 925 13 63 (max) 35 -6 Ex,Cs HLA -

Travels faster than the A version but has more recovery and is less safe. Now launches on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1520 8 82 (max) 42 +7 (Cs) HLA -

Simultaneously shoots 3 fireballs. Can be used to reset pressure at the end of a blockstring.

Lightning Shot
(Air Version)
「電光弾」

j.236X
Akatsuki j236x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 736 15 47 (max) X+12 +24 to -12 Ex,Cs HLA -
  • All versions of this move are in High Counter state when hit

Fires at a 45 degree angle.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 736 15 53 (max) X+12 +24 to -10 Ex,Cs HLA -

Travels the same speed as the A version. Fires at a 50 degree angle.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1520 8 46 (max) X+12 +30 to +8 (Cs) HLA -

Simultaneously shoots 3 fireballs. Trajectory is the same as the B version. This can be used to make 214B mixup safe and restart pressure. It is also the preferred super to use when going for max damage in combos.

Armor-Piercing Legs
「徹甲脚」

214X
Akatsuki 214x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 736 11 4 14 -2 to +1 Ex,Cs HL -
  • All versions of this move are in High Counter state when hit

Kicks once and is a mid. Can be used to low crush certain low attacks. On counterhit, causes knockback and allows for a pick-up into a full combo.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 570*3 9 3*3 38 -4 ExCs HL,H* -
  • 3rd hit is an overhead

Tatsu kick that hit three times. Can only be punished on block if shielded. On block you can cancel into j.236C or 236C to make your blockstring safe and dash in to continue pressure. Chain Shift cancelling also creates pseudo high/low mixup. After the second hit, Chain Shift to create a high/low situation with j.C and empty jump 2B. This move can also be used to chase down reversal back dash.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1894 7 1*7 75 (Landing: 10) -12 (Cs) HL -

Multi hitting kick super. Now has projectile invulnerability.

Armor-Piercing Legs
(Air Version)
「徹甲脚」

j.214X
Akatsuki 214x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 536 8 4 X+12 -6 Ex,Cs HL/AS -
  • All versions of this move are in High Counter state when hit

Same as the ground version, but in the air. Not an overhead.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 456*3 9 3*3 X+12 -4 or worse Ex,Cs HL/AS -

Same as the ground version, but in the air. Aside from j.C this is his staple air combo ender. It does not knockdown and the opponent can always air tech after getting hit by this.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1673 8 1*7 X+12 -15 or worse (Cs) HL/AS -

Same as the ground version, but in the air. No real utility for this move. You are better off using j.236C to end combos.

Human Cannon
「人間迫砲」

22X
Akatuski 22x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1360 5 7 29
Landing: 8
-18 Ex,Cs HL -
  • All versions of this move are in High Counter state when hit

The light version of his DP, now has both head and throw invulnerability, and can chain shifted and super cancelled on hit, block, or whiff. Now one-hit

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 736, 536, 736 5 12 39
Landing: 10
-29 (Cs) HL -

A strong reversal tool that hits mostly horizontally. When used with Chain Shift you can punish opponents who try to jump in after you throw a fireball.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 420*6 5 18 47
Landing: 12
-31 (Cs) HL -

One of the more important tools for Akatsuki at neutral. 22C is cancellable from both 236A and 236B even on whiff. When spacing you want to trick your opponent into jumping over your fireball then cancel into this move. You can also link after EX fireball in the corner for the kill.

Infinite Worth

Divine Wind
「神風」

41236D
Akatsuki iw.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3919 13 4 48 -18 - HLA -
  • This move is in High Counter state when hit

Akatsuki's Infinite Worth super. Can only be done with 200 meter or during Veil Off. This super is only recommended when it will kill your opponent or in some cases, use as a punish when the opponent throws a fireball. Does a minimum damage of roughly 1.1k.

Infinite Worth EXS

Cherry Blossom Reformation
「桜花改」

A+B+C+D
Akatsuki iwexs.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0*3, 4010 16 3 49 -26 - HLA -

A reversal super that can only be done when you are at less than 30% health, costs 200 meter, and GRD breaks yourself. Now prorates well, and is used primarily to end CVO combos at low life values.

Combos

  • (All damage listed is without Vorpal unless requiring Chain Shift)
  • (Please feel free to update with your own combos! Try to keep the format similar for consistency)

Midscreen Combos

2A 5B 5C 6C dash 2C delay 5C 6C 214B

  • Damage: 2.8k
  • Basic midscreen BnB, very easy and consistent
  • Will work off all starters, including assaults, jab mash, etc


2A 5B 5C 9j.B 9j.C delay j.A 5B 5C 6C dash 2C delay 5C 6C 214B

  • Damage: 3k
  • Standing opponents
  • Works on crouching: Waldstein, Gordeau, Mika, Enkidu


2A 5B 5C 9j.B j.6C 5B 5C 6C dash 2C delay 5C 6C 214B

  • Damage: 2.9k
  • Slightly easier variation of the above combo


6C dash 2C 6B d.B 2B slight delay 6C 236A dash 5C 9j.B j.214B

  • Damage: 3.5k
  • Basic midscreen 6C punish
  • Can be extended with 9j.B 9j.C j.A 5B 6C 214B, but is fininicky unless on counter hit or if near the corner. Adds about 200 damage.


6B d.B 2B 6C 236A dash 5C 9j.B 9j.C j.A 5B 6C 214B

  • Damage: 2.5k
  • Midscreen OTG confirm
  • Off j.2C: 3.4k
  • Off air throw: 2.4k

Corner Combos

2A 5B 5C 6C 5C 8j.C j.2C 2C delay 5C 6C 214B

  • Damage: 3.1k
  • Basic corner BnB, very easy and consistent
  • Will work off all starters, including assaults, jab mash, etc


2A 5B 5C 6C d.B cl.B 8j.B 8j.C j.2C 2C delay 5C 6C 214B

  • Damage: 3.3k
  • Variation of the basic BnB that does more damage, but does not work off assault or highly prorated starters


6B d.B 2B link 5C 236A 5C 9j.B 9j.C j.A cl.B 6C 214B

  • Damage: 2.5k
  • Basic corner OTG combo
  • Off j.2C: 3.3k
  • Off air throw: 2.4k


6B d.B d.C cl.B delay 2C delay 2B 236A 5C 9j.B 9j.C j.A cl.B 6C 214B

  • Damage: 2.7k
  • Harder variation of the OTG combo that does more damage.
  • Off j.2C: 3.6k
  • Off air throw: 2.6k


d.C cl.B delay 2C 2B 236A 5C 9j.B 9j.C j.A cl.B 6C 214B

  • Damage: 3.4k
  • Dash C corner combo


214B cl.B f.B 6B 2C delay 2B 5B 236A 5C 9j.B 9j.C j.A cl.B 6C 214B

  • Damage: 3.6k
  • Meterless B tatsu corner conversion


214B j.236C f.C delay 2C delay 2B 236A 5C 9j.B 9j.C j.A cl.B 6C 214B

  • Damage: 3.2k
  • Less damaging route using EX air fireball to safely confirm 214B


6C d.B cl.C 236A 214A cl.B 8j.B 8j.C j.2C 2C delay 5C 6C 214B

  • Damage: 3.9k
  • Basic corner 6C combo


6C dash cl.C 6B d.B 2B 236A 214A 5B j.2C 2C delay 5C 6C 214B

  • Damage: 4.1k
  • Optimal meterless 6C corner route

Counter-hit Combos

CH 214A 5B 5C 6C dash 2C 6B cl.B 6C 214B

  • Damage: 3.1k
  • Midscreen Counterhit A Tatsu combo
  • In the corner you can simply follow up with the corner BnB for higher damage


CH d.C 214Aw dash 5B 6C 236A dash 5C 9j.B 9j.C j.A 5B 6C 214B

  • Damage: 3.1k
  • Midscreen counterhit dash C combo


CH d.C cl.B delay 2C 2B 236A 214A cl.B j.2C 2C delay 5C 6C 214B

  • Damage: 3.4k
  • Corner counterhit dash C combo

Cross-cast Veil Off Extensions

xxx = Any of the above combo routes


100 meter

>30% life xxx 214B CVO IW

<30% life xxx 214B CVO 6C 236C IWEXS

  • Work anywhere on the screen off any route starter
  • Should be used if midscreen even at 200 meter


200 meter (Corner only)

>30% life xxx 214B CVO 6C 236C IW

>30% life xxx 214B j.236C 5A CVO IW

<30% life xxx 214B CVO j.236C 236C IWEXS

<30% life xxx 214B j.236C 5A CVO 236C IWEXS

Videos

Coming Soon

Colors

Blanc Rouge Strong Red Freeze Crest Vestige Garrigue Idesl Empire
AkatsukiU-1.png
AkatsukiU-2.png
AkatsukiU-3.png
AkatsukiU-4.png
AkatsukiU-5.png
Snow Harbor Neve Tempo June Sprout Viola Notte Puro Vizio
AkatsukiU-6.png
AkatsukiU-7.png
AkatsukiU-8.png
AkatsukiU-9.png
AkatsukiU-10.png
Pond Mars Neve Granulosa Smaragd Fluss Cloudy Weather Primerose Flavor
AkatsukiU-11.png
AkatsukiU-12.png
AkatsukiU-13.png
AkatsukiU-14.png
AkatsukiU-15.png
Wildness Parakeet Landa Sereno Glanz Eis Crepuscolo Lampo Diablo Noche
AkatsukiU-16.png
AkatsukiU-17.png
AkatsukiU-18.png
AkatsukiU-19.png
AkatsukiU-20.png
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaMikaWagnerEnkiduPhonon