Under Night In-Birth/UNIST/Akatsuki

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Profile-akatsuki.png

He hides. To carry out the mission assigned to him, and for the love of country. He was
considered dead, and over half a century later, resurfaces. Surrounded by devices unfamiliar,
he fights to protect himself. How he wandered into this night is a mystery. I hope you may
forgive the lack of details... he is only a guest.

Story

A mysterious man who suddenly appeared in modern day. He was tasked with an important mission, and seeks to see it through unbeknownst to many. Awakened from his deep sleep, the landscape spread before him was, shall we say, foreign. In a world he had no clue how to navigate, he continues to fight, protecting the secret weapon bound to his body. His armament of lightning has it all, projectiles, anti-airs, lunging attacks. My goodness, he almost sounds like the main character. What could he actually be...?

EX...S...? I fear the power of this device is classified.
I cannot disclose that information.

Gameplay

Akatsuki is a strong, well-rounded character with good damage. He excels at close to mid range and has options to cover most situations.

His basic gameplan revolves around playing a very shoto-like neutral to get in and maintain offense. He boasts his strong hitboxes with fast startup that allow him to contest his opponents at close range. Once he gets in, it is difficult to get him off.

Akatsuki's neutral suffers at further ranges as his ground mobility is locked to a step dash. His normals can't fight back at long ranges and has to rely on dash-blocking and using 236A to get in. His high/low mix-up is also at an average level and has to play more around close-range neutral, frame traps, and tick throw.

Strengths Weaknesses
  • Coming soon
  • Coming soon


Character Stats

Health
10700
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -800 4 39
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 3000 0 3000

Note: Dash Distance is 52400

Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 22 -34500 1~8 Full
9~10 Throw

Unique Trait

  • Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
  • Can air throw.

Vorpal Trait

  • Successful Force Function counter has proration reduced.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Whiff cancelable
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
(x) denotes recovery frames when landing.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normals

5A
5A
Akatsuki 5a.png
5A
Akatsuki 5aa.png
5AA
5A Damage Guard Cancel Property Cost Attribute
190 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -1 -
A quick standard jab with good range and a staple combo starter.
5AA Damage Guard Cancel Property Cost Attribute
190 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 4 15 25 -6 -
Smart Steer follow up after 5A. Useful for pressure as it moves Akatsuki forward when hit. It can be rapid fire when not hit.
f.5B
f.5B
Far
Akatsuki 5b.png
Damage Guard Cancel Property Cost Attribute
510 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 16 25 -3 -
Akatsuki's best poke. Moves him forward and has good speed and range. It can also OTG at most ranges.
c.5B
c.5B
Close
Akatsuki c5b.png
Damage Guard Cancel Property Cost Attribute
510 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 4 12 22 ±0 -
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.
f.5C
f.5C
Far
Akatsuki 5c.png
Damage Guard Cancel Property Cost Attribute
690 H,L N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
10 4 21 34 -7 Head invincible frames 7~13
A far reaching roundhouse. This is usually the last move used to confirm into 6C. Very good for catching jump outs after reverse beating or fireball.
c.5C
c.5C
Close
Akatsuki cl5c.png
Damage Guard Cancel Property Cost Attribute
736 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 5 12 25 +1 -
A short knee kick. 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.

Crouching Normals

2A
2A
Akatsuki 2a.png
2A
Akatsuki 2aa.png
2AA
2A Damage Guard Cancel Property Cost Attribute
180 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -1 -
Self-cancellable crouching jab that has slightly less range than 5A. Useful for mix-ups and reverse beating in blockstrings.
2AA Damage Guard Cancel Property Cost Attribute
180 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -1 -
Similar to 5AA, but has no Smart Steer to perform a rapid fire punch freely.
2B
2B
Akatsuki 2b.png
Damage Guard Cancel Property Cost Attribute
490 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 5 11 23 ±0 -
A standard low kick. Important tool for ticking into throws. Can easily be confirmed into c.5C, f.5C, or 2C.
2C
2C
Akatsuki 2c.png
Damage Guard Cancel Property Cost Attribute
680 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
11 5 19 34 -6 -
A sweep kick that knocks down. This move can be used to air juggle by using either c.5C or f.5C afterwards into an air combo. At max ranges where f.5C will whiff against standing opponents, this move is preferred as you can do 6C > 214A into an air combo.

Air Normals

j.A
j.A
Akatsuki ja.png
Damage Guard Cancel Property Cost Attribute
150 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
7 7 6
[2 on landing]
19 Varies -
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.
j.7/9B
j.7/9B
Forward/Backward Jump
Akatsuki 9jb.png
Damage Guard Cancel Property Cost Attribute
510 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 6 15
[3 on landing]
30 Varies -
*Can only be performed from a forward or backward jump.

A long reaching kick that is great for cross ups. Has a decent vertical hitbox, allowing for rising j.9B confirms on standing opponents.

j.8B
j.8B
Neutral Jump
Akatsuki 8jb.png
Damage Guard Cancel Property Cost Attribute
456 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 2 19
[3 on landing]
28 Varies -
*Can only be performed from a neutral jump.

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.7/9C
j.7/9C
Forward/Backward Jump
Akatsuki 9jc.png
Damage Guard Cancel Property Cost Attribute
650 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 4 15
[4 on landing]
30 Varies -
*Can only be performed from a forward or backward jump.

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

j.8C
j.8C
Neutral Jump
Akatsuki 8j.C.png
Damage Guard Cancel Property Cost Attribute
736 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 3 14
[4 on landing]
26 Varies -
*Can only be performed from a neutral jump.

Just like j.8B, 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.

Command Normals

6B
Helm Crusher
兜割り
6B
Akatsuki 6b.png
Damage Guard Cancel Property Cost Attribute
736 H {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
25 2 22 48 -6 -
An overhead chop with great range. While this move is slow and punishable, Akatsuki is one of the few characters who possesses a standing overhead that is not a charge move which makes it decent to use for high/low mixup with 2B and 2C. Use this move against opponents who mistime their low shield to GRD break them.
6C
Jaw Crusher
顎割り
6C
Akatsuki 6c.png
Damage Guard Cancel Property Cost Attribute
1210 H,L CS,? - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 29 41 -16 Head invincible frames 7~12
*Can only be Special and EX 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 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.

j.6C
Skull Crusher
頭蓋割り
j.6C
Akatsuki j6c.png
Damage Guard Cancel Property Cost Attribute
620 H,AS SP,CS,EX - - Head
Startup Active Recovery Overall Advantage Invul
13 4 until land+4 - Varies -
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 shielded at the top of an assault, it is only -1!
j.2C
Tile Crusher
瓦割り
j.2C
Akatsuki j2c.png
Damage Guard Cancel Property Cost Attribute
850 H,L,AS (CS),(EX) - - Head
Startup Active Recovery Overall Advantage Invul
17 until land+1 13 - -1~0 Foot attack invincible frames 17~landing
A downward strike that shatters the ground. This move a few good uses in neutral in catching anti-airs and throws attempts. Is used in most corner combos.

Dash Moves

66B
66B
Akatsuki cl5c.png
Damage Guard Cancel Property Cost Attribute
650 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 12 23 -2 -
A dashing version of his c.5C. Does not have much utility outside of combos.
66C
66C
Akatsuki dash c.png
Damage Guard Cancel Property Cost Attribute
880 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 19 32 -4 -
A long ranged horizontal kick. Great for neutral and corner fireball pressure. It cannot be followed up midscreen unless on counter-hit.

Universal Mechanics

Force Function

Reflector
攻勢防禦
B+C
Akatsuki parry.png
Standing version
B+C,2B+C
Grounded
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 36 - -
j.B+C
Air
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - [12 on landing] 36 - (Standing) Counters Mid/High Strike frames 1~12,
(Crouching) Counters Mid/Low Strike frames 1~12,
(Air) Counters Air Blockable Strike frames 1~12
A parry that counters strikes. When parrying a projectile, the follow-up attack does not come out. This is useful in situations where an opponent uses a projectile to cover their approach.
Attack Damage Guard Cancel Property Cost Attribute
736 H,L (SP),(EX) - - Strike
Startup Active Recovery Overall Advantage Invul
6 6 20 - -6 (Grounded) Strike invincible frames 1~29,
(Air) Strike invincible frames 1~23
After parrying any physical attack, Akatsuki does an invincible follow up attack that can be special cancelled allowing for a short combo. While in vorpal, combo damage is less prorated.

Throw

Throw
A+D
Akatsuki grab.png
Damage Guard Cancel Property Cost Attribute
1632 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +18 -
Akatsuki grabs the opponent and shocks them.
Air Throw
Air Throw
j.A+D
Akatsuki airgrab.png
Damage Guard Cancel Property Cost Attribute
1100 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
3 1 [11 on landing] - + -
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.5C into a full combo. Akatsuki can combo into air grab in different routes in order to secure a good knockdown midscreen.
Guard Thrust
Guard Thrust
ガードスラスト
214D
Akatsuki 5c.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit
Blows the opponent away on hit.
  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
Akatsuki veil off.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • Usable only when you'd be able to use chain shift.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Blitz Shot
Blitz Shot
電光弾
236X
Akatsuki 236x.png
236A
Slow
Damage Guard Cancel Property Cost Attribute
925 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
12 106(max) 32 44 -6~+x -
A slow moving ball of electricity. Has plenty of good uses, such as letting you safely charge GRD, cover your approach, or even be plus if spaced properly during blockstrings.
236B
Fast
Damage Guard Cancel Property Cost Attribute
925 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
12 63(max) 34 46 -6~+x -
Travels faster than the A version but has more recovery and is less safe. Launches on hit.
236C
EX Multi
Damage Guard Cancel Property Cost Attribute
1520 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
1+6 82(max) 35 43 +7~+x Throw invincible frames 1~3
Simultaneously shoots 3 projectiles. Can be used to reset pressure at the end of a blockstring.
Blitz Shot (Air)
Blitz Shot (Air)
電光弾
j.236X
Akatsuki j236x.png
j.236A
45 degree
Damage Guard Cancel Property Cost Attribute
736 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
14 47 (max) [12 on landing] - -12~+x -
Aerial version of 236X that fires at 45 degree angle. Can somewhat be used to bait anti-airs, but overall has very poor utility.
236B
50 degree
Damage Guard Cancel Property Cost Attribute
736 H,L,A {EX},{CS} - - Projectile
Startup Active Recovery Overall Advantage Invul
14 53(max) [12 on landing] - -10~+x -
Same as the A version, but instead fires at 50 degree angle.
236C
EX Multi
Damage Guard Cancel Property Cost Attribute
1520 H,L,A (CS) - - Projectile
Startup Active Recovery Overall Advantage Invul
1+6 46(max) [12 on landing] - +8~+x Throw invincible frames 1~3
Simultaneously shoots 3 projectiles. 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 Pierce Kick
Armor Pierce Kick
徹甲脚
214X
Akatsuki 214x.png
1st hit
Akatsuki 8jb.png
214B 2nd hit
Akatsuki j6c.png
214B 3rd hit overhead
214A
1 hit
Damage Guard Cancel Property Cost Attribute
736 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 14 28 -2~+1 Foot attack invincible frames 11~14
Kicks once. Can be used to crush certain low attacks. On counterhit, causes knockback and allows for a pick-up into a full combo.
214B
3 hits
Damage Guard Cancel Property Cost Attribute
570*3(1544 3-hit) H,L/H {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
9 3(6)5(4)4 18 48 -4~-1 Foot attack invincible frames 9~30
Tatsu kick that hit three times with the last hit being an overhead. Can only be punished on block if the 3rd hit is shielded. With resources, this is a very strong neutral. During blockstrings, cancel into j.236C or 236C to reset pressure. If you chain shift after the second hit, you can punish shields or attempt a high/low with j.5C/2B. This move can also be used to chase down reversal back dash.
If spaced properly and first two hits whiff, the third hit will connect on frame 27~30 overhead.
214C
EX Multi
Damage Guard Cancel Property Cost Attribute
1894 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+6 1(6)1(6)1(6)1(6)1(6)1(10)3 27 82 -12 Throw invincible frames 1~3,
Projectile invincible frames 3~55
Multi hitting kick super. Very little utility, but in rare cases can be used to deal with projectiles.
Armor Pierce Kick (Air)
Armor Pierce Kick (Air)
徹甲脚
j.214X
Akatsuki 214x.png
1st hit
Akatsuki 8jb.png
B 2nd hit
Akatsuki j6c.png
B 3rd hit overhead
j.214A
1 hit
Damage Guard Cancel Property Cost Attribute
536 H,L,AS {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
8 7 [8 on landing] - -x~-6 -
Pretty much the same as the ground version, but practically useless.
j.214B
3 hit
Damage Guard Cancel Property Cost Attribute
456*3(1235 3-hit) H,L,AS/H,AS {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
9 3(8)2(9)4 [12 on landing] - -x~-4 -
Same as the ground version. Aside from j.7/9C this is his staple air combo ender. It does not knockdown and the opponent can always air tech after getting hit by this.
j.214C
EX Multi
Damage Guard Cancel Property Cost Attribute
1673 H,L,AS (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+7 1(6)1(6)1(6)1(6)1(6)1(10)3 [12 on landing] - -x~-15 Throw invincible frames 1~3,
Projectile invincible frames 4~56
Practically the same as the ground version.
Human Cannon
Human Cannon
人間迫砲
22X
Akatuski 22x.png
22A
1 hit
Damage Guard Cancel Property Cost Attribute
1360 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
5 7 29 40 -18 Throw invincible frames 1~8,
Head invincible frames 9~11,
Dive invincible frames 5~11
Akatsuki launches into the air with an electric punch.
22B
3 hit
Damage Guard Cancel Property Cost Attribute
736,536,736(1773 3-hit) H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
5 14 39 55 -29 Completely invincible frames 1~8,
Strike invincible frames 9~12,
Head/Dive invincible frames 9~16
A strong reversal tool that hits vertically. Great tool to use after chain shift.
22C
EX Multi
Damage Guard Cancel Property Cost Attribute
420*6(1947 6-hit) H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+4 6(2)2(4)3(3)4 29 57 -31 Completely invincible frames 1~4,
Strike invincible frames 5~21
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.

Super Moves

Infinite Worth

Kamikaze
神風
41236D
Akatsuki iw.png
Damage Guard Cancel Property Cost Attribute
3919 H,L,A - - - Strike
Startup Active Recovery Overall Advantage Invul
1+12 4(4)8 36 64 -18 Completely invincible frames 1~28,
Throw invincible frames 29~31
This super is only recommended when it will kill your opponent. In some cases, use as a punish when the opponent throws a fireball.

Infinite Worth EXS

Outa-Kai
桜花改
A+B+C+D
Akatsuki iwexs.png
Damage Guard Cancel Property Cost Attribute
4010 Mid, Air - - 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 67 -25 1~26 Full
Akatsuki becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before..
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Blanc Rouge
001 Blanc Rouge
002 Strong Red
002 Strong Red
003 Freeze Crest
003 Freeze Crest
004 Vestige Garrigue
004 Vestige Garrigue
005 Idesl Empire
005 Idesl Empire
006 Snow Harbor
006 Snow Harbor
007 Neve Tempo
007 Neve Tempo
008 June Sprout
008 June Sprout
009 Viola Notte
009 Viola Notte
010 Puro Vizio
010 Puro Vizio

Customization Unlocks (2000 IP Each)

011 Pond Mars
011 Pond Mars
012 Neve Granulosa
012 Neve Granulosa
013 Smaragd Fluss
013 Smaragd Fluss
014 Cloudy Weather
014 Cloudy Weather
015 Primerose Flavor
015 Primerose Flavor
016 Wildness Parakeet
016 Wildness Parakeet
017 Landa Sereno
017 Landa Sereno
018 Glanz Eis
018 Glanz Eis
019 Crepuscolo Lampo
019 Crepuscolo Lampo
020 Diablo Noche
020 Diablo Noche
021 Marine Striker
021 Marine Striker
022 Living God
022 Living God
023 Pixy Pink
023 Pixy Pink
024 Western Traveler
024 Western Traveler
025 Noix Rouge
025 Noix Rouge
026 Fighting Blaster
026 Fighting Blaster
027 March Into Snow
027 March Into Snow
028 Oceanic Depths
028 Oceanic Depths
029 Aufblitzen Motor
029 Aufblitzen Motor
030 Dunkel Motor
030 Dunkel Motor

External Links


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