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.

WIKI UNDER CONSTRUCTION TO UPDATE FOR UNDER NIGHT IN-BIRTH EXE LATE[ST]

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

In Blitzkampf, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves allow him to punish mistakes on the fly with oftentimes devastating results.

In UNIEL, Akatsuki suffers heavily from his lack of range in a cast dominated by characters who have excellent control of space. However, he makes up for it by being stronger than most in the close-range game. He is a character that requires heavy patience in order to get his gameplan running, but is well equipped to rush down and punish other characters for attempting to escape his grasp.

Pros

  • Quick normals
  • Easy access to frame advantage
  • Strong frame traps
  • Third highest health rating in the game (tied with Carmine)
  • 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
  • Four anti-air options (air throw, DP, parry, 6C)
  • Highest meterless damage potential in the corner.

Cons

  • Low ground mobility
  • Is outspaced and zoned easily by a majority of the cast
  • Lack of good knockdown outside of corner (Currently can trade off damage to retain midscreen oki)
  • Subpar high/low mix-up game, reliant on out-poking, punishing and throws
  • Supers have very low utility, often used to secure a kill or simply reset a failed mix-up to neutral


UNIEL[ST] Changelist

  • Overall increased untech time (universal game change), allows for new combo routes
  • Force Function Property Changes
    • Now gains GRD on successful use
    • New vorpal trait increases damage and proration on parry starter, allowing for strong combos.
  • 5B revert to f.B, cl.B added as a new normal
  • Kamikaze's first post-barrage move is now cl.B, raw damage increased to 3.9k
  • cl.B properties:
    • 0 on block
    • High hitting hitbox, good for juggles, relaunches, and situational anti-airing
    • Can chain cancel to f.5B, f.5B counted as a separate normal
    • Can OTG
  • f.5C no longer whiffs on crouching opponents at max range, stronger hitbox overall
  • 6B now safe on normal block, can be punished by 5f jab point blank on shield
  • 6C can be chain shifted on block
  • Dash C now has increased range, more active frames
  • B Lightning Shot speed increased, increased juggle
  • Human Canon (22X) changes:
    • A version only has one hit, chain shift and super cancellable on block
    • Has a bigger hitbox
    • EX version has increased invulnerability, longer untech time, easier to combo off of in the corner
  • Armor Piercing Legs (214X) changes:
    • A version now causes tumble on counter hit, air version has faster recovery
    • B version now juggles higher during hits, 236C now connects before they touch the ground
    • B version can be followed up meterlessly near the corner
    • EX version now has projectile invulnerability
  • Air throw can be used to end combos

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 decent 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 and is not a low. Useful for reverse beating after a blockstring.

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 -
f.B
Akatsuki 5b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 7 2 18 -4 Sp,Ex,Cs,(J) HL -
2B
Akatsuki 2b.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 8 5 12 +0 Sp,Ex,Cs,(J) L -
  • Can be meatied on an opponent's wake-up for up to +3 frame advantage.

One of two lows Akatsuki has. 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 Akatuski'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 and is finicky at certain ranges. Against crouching opponents the move will whiff at max range.

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

Akatsuki's second low, 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. As an air-to-air you are better off using his air throw which is much quicker and in most cases cannot be teched.

7/9j.B
Akatsuki 9jb.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 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 ambiguous cross ups. Against standing opponents it can hit from far ranges but against crouching characters it tends to whiff much easier.

7/9j.C
Akatsuki 9jc.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
590 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. This move is weaker as a jump in compared against j.B as it has less range but does more damage and is a better combo starter.

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 -6 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 2 30 -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 very punishable on block and cannot be special, super, or Chain Shift cancelled on block so be wary when using it!

This move can also be used as an anti-air, as it is AUB and the start-up animation causes Akatsuki to duck down, avoiding many aerial attacks. A 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
650 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.

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. This move can be used as an alternative to 5B as the range is similar. However, it cannot be followed up midscreen without using resources aside from 236B which still does not get you much. This normal is better used for combo fodder.

Universal Mechanics

Force Function
B+C
Akatsuki parry.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Catch - 1-12 13 23 - - - -
  • This move is in High Counter state when hit
  • Standing and crouching 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, while crouching B+C will counter lows and mids. 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 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. He is invulnerable during the entire duration of the recovery so if it is blocked it cannot be punished.

Throw
A+D
Akatsuki grab.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
194*4, 736 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. This can be followed up the same as j.2C with 5B or c.C into a full combo. Unlike Eltnum who originate from Melty Blood and has that game's counterpart traits, Akatsuki's air throw cannot combo from his air attacks and against other characters with air throws cannot be teched like an Air Throw from Marvel vs. Capcom 3 does.

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.

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 +1 to -2 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 high profile certain low attacks.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 514*3 9 3*3 38 -4 ExCs HL,H* -
  • 3rd hit is an overhead

Tatsu kick that hit three times. While it is punishable at point blank, when spaced properly you can go for overhead mixup while being relatively safe. If the overhead is blocked 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 mainly used as a combo ender. Not much utility for this move.

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. Absolutely no utility for this move. You are better off using j.236C to end combos as it prorates better.

Human Cannon
「人間迫砲」

22X
Akatuski 22x.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 680*2 5 7 29
Landing: 8
-18 (Cs) HL -
  • All versions of this move are in High Counter state when hit

The light version of his DP, only has utility as an anti-air due to lacking full invulnerability.

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.

Infinite Worth

Divine Wind
「神風」

41236D
Akatsuki iw.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3066 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, 3640 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. While this move is invincible to strikes and projectiles, it is not invincible to throws so be wary when using it as a reversal. Not recommended to use at all unless your opponent is also below 30% and you want to risk a very punishable reversal, or under the same circumstances, to punish your opponent. Prorates terribly when used in a combo.

Combos

  • (All damage listed is without Vorpal unless otherwise indicated)
  • (All combos performed on Hyde)
  • (22B Ender damage may vary slight due to hitboxes, as sometimes not all hit connect for max damage)

Because mix-up and mid-range neutral game are not his strong points, Akatsuki has to work his way in, and make every hit he lands hurt. Luckily, he boasts some of the highest damage in the game without the use of resources (and with resources stands next to the top characters in terms of damage output)

Akatsuki combo theory differs between midscreen and corner routes, but in general against standing/crouching opponents, your goal is to always hitconfirm into his 6C. On ground hit, it gives a high launch, that from there allows you to confirm into a variety of different routes, using the strong untech time on his normals to achieve either knockdown (214B/9j.C), or trade the knockdown for higher damage (22B).

The easiest way is using his 2C to float them low to the ground, and then go for 6C into one of his enders, but you can achieve similar results using any of his other normals in the same way. These routes are simple and difficult to drop, making them a nice consistent way to damage your opponent. But if you want to make the most of your hits, you will always want to go for his 6C loop. The idea is simple: upon air hit, 6C puts the opponent in a special air-juggle state that does not send them forward as much as other air hits. After the launcher, you use a well timed 6C to juggle, and cancel into his fireball. When done correctly, the fireball hits them in such a way where you recover before the untech time is over, and are able to hit them again with 6C, juggling them higher than before. Off any normal starter, you must cancel into your ender here. Off a raw 6C starter, however you are able to repeat this again, and after the 2nd rep, you use the last 6C to cancel into your ender. This route works off any starter, including assaults, but carries character specific timings (does not work on Eltnum except for 6C starter), making it a far more difficult route that requires a lot of practice.

When you use a starter that knocks the opponent down (6B, j.2C, and air throw all give this affect), you can OTG with most of his normals into a quick air combo/juggle into his enders. However, like the standing routes, you can also perform the 6C loop for more damage. You simply OTG the opponent with c.C or 5B (necessary off spaced 6B hits), and delay cancel into air hit 6C. Off all three of these starters, you are able to achieve the two repetitions into his enders, and the timing is more universal across the cast.

In the corner, Akatsuki loses his loop, but gains tools that more than make up for it. He possesses two normals which cause wall bounce, his 8j.C and his dash C, which are essential in providing extra juggle time with his normal. He is also able to combo into his j.2C more freely, using both wallbounce as well as the constant close proximity of hitboxes (midscreen combos into j.2C are possible, but require chain shift or character specifics to achieve, see combo listings for details).

For standing confirms, you still want to go into his 6C launcher, and juggle afterwards with either wallbounce or his c.C, before comboing into j.2C to bring them back down to the ground. From there, you OTG confirm into 6C, and perform his enders (preference goes to 214B to keep them in the corner). Off OTG starters, the idea is the same, sans the 6C launcher. You simply juggle the opponent using normals and wallbounce (but be careful, as the initial knockdown counts towards the 3 bounce rule), before comboing into j.2C into OTG ender. Though it may seem overly simple, that is because his combos become much easier in the corner. The reward also increases greatly, and with the exception of 6B and air throw starters, you will always hit above 3k damage. The corner is where Akatsuki's strengths truly shine.

For 6C starters in the corner, the idea is still the same; use normals and wallbounce to juggle for damage, before ending with j.2C > OTG ender string. However, his 6C is noteworthy as it gives him far greater combo time than any of his other normals or specials. This allows him to be more creative with his juggles, comboing normals into themselves and using fireball and his tatsu special as well. Thanks to the damage boost he receives for this increased untechable time, Akatsuki stands as the character with the highest damage potential without the use of resources, with a 4000 damage combo that needs no vorpal damage bonus, chain shift cancelling, or super meter.

USING METER TO END COMBOS: It is important to note that Akatsuki's supers carry little practical utility in extending combos, and are best only used to give extra damage at the end. Also important to note is that, outside of IW (which transports him midscreen regardless of position anyway), none of his supers grant him knockdown, and even IW loses it off of long combo routes. Therefore, they are best used only for the kill or when they will grant you a significant life lead. Adding them is easy: Simply cancel the last 6C of your combo into either 22C or IW. Off 214B midscreen, you can also use j.236C, though this does not work in the corner in many cases due to the 3 bounce rule (214B knocks down), and in cases where it will, it is often better to just cancel the landing recovery frames into 22C, which does more damage.

Midscreen Starter

2A

2A > 5B > 5C > 6C > 2C > 6C > 214B (2377 dmg)
  • Easiest, most consistent midscreen combo.
2A > 5B > 5C > 6C > 2B > f.C > j.A > j.B > j.C (2394 dmg)
  • Forces ground tech and allows you to chase down back tech
2A > 5B > 5C > 6C > 41236D (3611 dmg)
  • Infinite Worth combo, recommend to use it only when it will kill the opponent
2A > 5B > 5C > 6C > delay 6C > 236A > 6C > 22B (2755 dmg)
  • High damage meterless midscreen standing combo. Ends with air tech.
  • The timing on the third 6C is character specific.
  • Does not work on Eltnum.
2A > 5B > 5C > 6C > delay 6C > 236A > CS > dash j.2C > c.C > 6C > 22B (3415 dmg)
  • Extremely high damage midscreen CS combo.
  • Universal, can be ended with 214B to grant knockdown (3319 dmg).

5B

5B > 5C > 6C > dash 2A > c.C > 9j.B > j.A > 9j.C > 5A > 6C > 22B (2984 dmg)
  • Highest damage midscreen standing combo
  • Does not work off jabs or assaults
  • Dash 2A must hit just before the ground.
  • Can be ended in 214B to grant knockdown (2888 dmg).

6B/Air Throw/j.2C

j.A+D > 2B > 6C > 214A > 5B > j.A > j.B > j.C (1945 dmg, 6B 1847 dmg, j.2C 2384 dmg)
  • Ground tech route
j.A+D > c.C > 6C > 214A > 5B > 9j.B > j.A > 9j.C > 5A > 6C > 214B (2226 dmg, 6B 2144, j.2C 2964 dmg)
  • Slight delay between c.C and 6C is necessary against Linne
  • Off 6B, replace c.C with 2B.
j.A+D > c.C > 6C > 236A > 6C > 236A > 6C > 22B (2404 dmg, 6B 2340 dmg, j.2C 3251 dmg)
  • High damage midscreen route. There is a slight delay between the c.C and 6C gatling.
  • For max range 6B confirms, replace c.C with 5B.
  • Can be ended in 214B on all characters but Linne.
j.A+D > c.C > 5B > 9j.B > j.2C > 2B > 6C > 236A > 6C > 22B (2494 dmg, j.2C 3174 dmg)
  • Merkava/Waldstein specific route. Recommended off air throw only due to scaling.
  • Does not work off 6B without CS.
  • Can be ended with 214B to grant knockdown.

6C

6C > 6C > 236A > 6C > 236A > 6C > 214B (3199 dmg)
  • Main 6C BNB. Most often used as a punish combo.
6C > 66B > 6C > 236A > 6C > 236A > 6C > 214B (3436 dmg)
  • Variation of the loop that helps adjust for spacing off anti-air 6C hits.
6C > 66B > 6C > 236A > CS > dash j.2C > c.C > 6C > 236A > 6C > 22B (4019 dmg)
  • Chain Shift combo that adds extra damage.
6C > f.C > 236B > 41236D (4271 dmg)
  • Extremely high damage confirm into IW.
  • With vorpal, does almost 50% on most of the cast (4695 exact damage). Good for the kill.


22B

22B(1) > CS > j.2C > c.C > 6C > 236A > 6C > 236A > 6C > 22B (3259 dmg)
  • DP chain shift combo into 6C loop.
  • Can be ended with 214B for knockdown (3273 dmg, may be character specific)

Corner Starter

2A

2A > 5B > 5C > 6C > c.C > 8j.C > j.2C > c.C > 6C > 22B (3129 dmg)
  • Corner standing confirm BNB. High damage, universal meterless route off of any normal that doesn't knockdown.
  • Can be ended with 214B to grant knockdown (3033 dmg).

5B

5B > 5C > 6C > 66C > c.C > j.2C > c.C > 6C > 22B (3338 dmg)
  • Corner route that works off any standing hit starter aside from jabs and assaults.
  • Can be ended with 214B to grant knockdown (3242 dmg).
5B > 5C > 6C > 2B > 236A > f.5C > 8j.B > 8j.C > j.2C > c.C > 6C > 22B
  • Difficult, high damage corner route. Universal but more difficult on some.
  • Can be ended with 214B to grant knockdown

6B/Air Throw/j.2C

j.A+D > c.C > 5B > 236A > 214A > 5B > j.8A > j.8B > j.8C > j.9A > j.9B > j.9C (2263 dmg, 6B 2237 dmg, j.2C 2964 dmg)
  • Corner OTG confirm BNB. Leads to safe jump set-ups on certain DPs.
  • Off spaced 6B, you must replace c.C with 2B or use CS to dash in to perform it.
j.A+D > c.C > 5B > 236A > 214A > 5B > j.2C > c.C > 6C > 214B (2422 dmg, 6B 2443 dmg, 3163 dmg)
  • Variation of the above route that forgoes the safe jump in turn for increased damage.
j.A+D > c.C > 5B > 236A > 8j.C > f.5C > 236A > f.5C > 9j.B > 9j.C > j.A > cl.C > 6C > 22B (2485 dmg, 6B 2544 dmg, j.2C 3432)
  • Current highest damage meterless OTG confirm. 8j.C > f.5C > 236A can be omitted.
  • Can be ended in 214B to grant knockdown


6C

6C > dash c.C > c.C > 236A > 214A > 5B > 8j.B > 8j.C > j.2C > c.C > 6C > 22B (3864 dmg)
  • High damage universal corner route.
  • The first dash c.C can be replaced with 66B to adjust for spacing.
  • Can be ended with 214B to grant knockdown on all characters except Linne (3795 dmg).
6C > 66C > 66B > 2B > c.C > 236A > 214A > 5B > j.8B > j.2C > 2B > 6C > 22B (4002 dmg)
  • More difficult, but damaging, route.
  • 66C must be hit at the lowest possible height, and 66B slightly delayed in order to link from 2B to c.C
  • j.8B must be omitted against Hilda, Orie, Linne, and Chaos
  • Can be ended with 214B to grant knockdown on all characters except Linne (3931 dmg).
6C > 66C > c.C > 236A > 66B > 8j.B > j.2C > 2B > 5B > 236A > f.5C > 9j.B > 9j.C > j.A > c.C > 6C > 22B (4036 dmg)
  • Our highest damage meterless combo.
  • 66C must be hit low to the ground, 66B slightly delayed.
  • Can be ended in 214B to grant knockdown

Videos

Combo Demonstration video: https://youtu.be/gXWXxwDwaq0

Colors

Blanc Rouge Strong Red Freeze Crest Vestige Garrigue Idesl Empire
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Snow Harbor Neve Tempo June Sprout Viola Notte Puro Vizio
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Pond Mars Neve Granulosa Smaragd Fluss Cloudy Weather Primerose Flavor
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Wildness Parakeet Landa Sereno Glanz Eis Crepuscolo Lampo Diablo Noche
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UNDER NIGHT IN-BIRTH Exe:Late[st]
General

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Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaMikaWagnerEnkiduPhonon