Under Night In-Birth/UNIST/Akatsuki
He hides. To carry out the mission assigned to him, and for the love of country. He was
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Videos
- 9 Colors
- 10 External Links
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.
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.
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
Note: Dash Distance is 52400
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
- Can double jump to completely change air momentum by inputting 7/8/9 while mid air.
- Can air throw.
- Successful Force Function counter has proration reduced.
|Frame Data Help|
|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
Blitz Shot (Air)
|Blitz Shot (Air)
Armor Pierce Kick
|Armor Pierce Kick
Armor Pierce Kick (Air)
|Armor Pierce Kick (Air)
Infinite Worth EXS
Customization Unlocks (2000 IP Each)
- Akatsuki Primer by Squish and Juushichi