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Melty Blood Actress Again How Long to Beat

Background

A high-ranking technical officer of the Imperial Army. Just earlier the finish of the war, he was presumed dead in the Arctic Sea while transporting a new weapon from an allied nation. Half a century later, he returned looking exactly the same and, having now superhuman abilities, he resumes his mission. (from character selection screen)

Read the translation of his arcade mode!

Introduction

Akatsuki is the principal grapheme of the game so it's no surprise that he is one of the shotos with a special moveset consisting of a fireball, uppercut, and flight kick. Following the tradition of many shotos, Akatsuki is a well-rounded graphic symbol with moves for practically every situation. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. With his combo potential, high harm, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.

Similar to: Ken, Mizoguchi, Ryo Sakazaki

Strengths Weaknesses
  • Harm: Akatsuki gets loftier harm and corner carry off whatever hit that isn't too far from the opponent, and tin utilise his level three super to add together a huge amount of damage to any confirm.
  • Pressure: Akatsuki has solid loftier/low with 6B, a plus on block overhead that leads into a full combo on hit. On top of this, he has good stagger force per unit area with more than gattlings than other characters and a -2 blockstring ender with 214A.
  • Well Rounded: Having a shoto-blazon kit, Akatsuki works well most matchups and scenarios.
  • Meterless Reversal: 22X is an invincible shoryuken that can be made safe on block with meter. 22A is too one of the fastest attacks in the game at 3 frames.
  • Stiff Pokes: With f.5B and 2B, Akatsuki has some solid poking normals to apply which are safe and ostend well. However, other more specialized characters have meliorate pokes.
  • Weak Fullscreen Neutral: Akatsuki lacks options to contest or fight once he'southward out of the mid-range. His fireball is fairly weak, especially compared to other characters with projectiles and anti-projectile tools, and he has no choice to quickly close the distance. Even his uttermost moving option, 214C, is unsafe without meter, depression reward, and doesn't go as far as similar moves on other characters.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Wellness difference" and "Guts" systems)

Graphic symbol Summary

Move listing


Special Moves
236A/B/C (EX, Air OK) - Denkoudan: Fireball
214A/B/C (EX, Air OK) - Tekkoukyaku: Tatsu
22A/B/C (EX OK) - Ningen Hakubou: Shoryuken/DP
Level 3 Super
A+B+C - Kamikaze: Extremely high impairment and easy to confirm combo ender
Unique Attacks
6B, 6C, j.2C

Stats & vitals


  • Armor Ratio = 1.000
  • Forward Speed = 5.0 dots/f
  • Backward Speed = 4.0 dots/f
  • Jump Startup = 3F
  • Backdash Duration = 18F

Quick philharmonic reference


Basic BNB: 2A > 2B > 6C > j.A > j.B > 214C

Metered BNB: 2A > 2B > 6C > j.A > j.B > 5B > A+B+C

Notes on Ausf. Achse

Universal Changes

None of these changes specially affected Akatsuki.

Character Changes

6B is now an overhead hammer punch. Frame information and overall utility remains the same, just it won't hit OTG, can't low crush, and has a more obvious startup animation.


Complete Changelog

Akatsuki's official contour image

Akatsuki'southward pre-fabricated colors

Normal Moves

5A

ABK-Akat-5A.png

ABK-Akat-5AA.png

5AA

5AA

Version Damage Baby-sit Startup Adv Hitting Adv Cake
5A 500~ High/Low four +0 +0

A quick jab that is cancellable and can concatenation into a lot of his other footing normals.

5AA 797~ High/Low four +0 +0

5A's followup. Unlike the Nether Dark version, this one doesn't move Akatsuki forward, so it's very unlikely to hit the opponent from a whiffed 5A. Harm refers to the 2, alone information technology deals 400~ damage.

5B (close)

ABK-Akat-5B.png

Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 -four -half dozen

A quick hit uppercut. Doesn't have much range but it comes out rather fast and is swell for starting combos off jump-ins.

5B (far)

ABK-Akat-5BB.png

Tippytoes

Tippytoes

Damage Guard Startup Adv Hit Adv Block
900~ High/Low 7 -3 -5

Note: tin besides be inputted equally 5BB later on a cl.5B.
A standing toe kicking to the midsection. Has pretty good range and decent recovery which works great for spacing.

5C (close)

ABK-Akat-5C-close.png

Damage Guard Startup Adv Striking Adv Block
1500~ High/Low 6 +0 -4

A powerful knee strike and your best starter for punishes/mail service-baby-sit break. This movement does quite a bit of damage and it can chain into his 6C launcher. It comes out relatively fast and works great in corner juggles.
You're gonna be seeing this a lot later jump-ins.

5C (far)

ABK-Akat-5C-far.png

Damage Guard Startup Adv Hit Adv Block
1400~ High/Depression 8 KD -eight

A continuing kick that hits to a higher place and in forepart of his head. Tin can be chained into from his B attacks and can act as an anti-air confronting various jump-ins.

2A

ABK-Akat-2A.png

ABK-Akat-2AA.png

Version Impairment Guard Startup Adv Hit Adv Block
2A 400~ High/Low 4 +1 +i

The same as his 5A except performed while crouching and does less harm.

2AA 623~ High/Depression iv +0 +0

The same as his 5AA, except crouched and does less damage. Information technology also is unlikely to striking from a whiffed 2A.
Damage refers to the paired version, on its own it deals 300~ harm.

2B

ABK-Akat-2B.png

Damage Baby-sit Startup Adv Hit Adv Block
800~ Low 7 -3 -5

A crouching side kick. This move has good range and speed making it a great move for playing footsies. Information technology can chain into his 5B making information technology easier to hitting ostend for combos.

2C

ABK-Akat-2C.png

Damage Guard Startup Adv Hit Adv Block
1200~ Low 9 KD -8

A sweep kicking. The startup isn't too bad and information technology's not that dangerous. Notwithstanding, information technology is incredibly stubby for a heavy normal, and in that location'due south few situations where you lot'd employ it over 2B. It tin go under some moves but not enough to make information technology particularly worthwhile.

j.A

ABK-Akat-jA.png

Harm Guard Startup Adv Hit Adv Block
500~ Loftier four +0 +0

A jumping knee assail with short range. This isn't really a expert move to use in air-to-air situations because its range is curt and the attack doesn't stay out that long. It is useful in juggle combos however.

j.B

ABK-Akat-jB.png

Damage Guard Startup Adv Hit Adv Block
1000~ Loftier half dozen Variable Variable

A downward jumping kick. This move has quite a big hitbox including behind, making it good for crossups. It likewise stays out for a while and information technology hits at a overnice angle.

nj.B

ABK-Akat-njB.png

Harm Guard Startup Adv Hit Adv Block
900~ High 5 Variable Variable

The first half animation of an axe kick that hits upwards. Decent air to air that comes out quickly simply aught special otherwise.

j.C

ABK-Akat-jC.png

Become used to this sprite. You'll see it here a lot.

Go used to this sprite. You'll see it here a lot.

Damage Guard Startup Adv Hit Adv Block
1500~ High nine Variable Variable

A jumping axe kick. Among the best jump-ins in the game with huge range both vertically and horizontally, even beating some anti-airs. This move does more harm than the previous two and it comes out relatively quick. It will slam an airborne opponent into the basis if it hits them. Very good general utilize aerial.

nj.C

ABK-Akat-njC.png

Damage Baby-sit Startup Adv Hit Adv Block
1400~ High seven Variable Variable

A spin kicking performed while jumping in place. On hitting, this assault volition send the opponent flight across the screen and crusade a wall bounce. Leads to mediocre juggles in midscreen and better juggles in the corner. Simply really useful for punishing after baiting an pick with neutral bound or occasionally for air to air.

Control Normals

兜割リ - Kabuto Wari

6B

ABK-Akat-6B.png

Damage Guard Startup Adv Hit Adv Block
1200~ High 21 +6 +four

Akatsuki hops forward while performing a slower version of his j.C.

  • Since this move is an overhead, it gives Akatsuki one of the better high-depression games. This is further supplemented by it's ability to exist chained from most of his ground normals.
  • If the attack hits, Akatsuki can become directly into a combo by linking a 2A or c.5C (much harder) into a launcher for very good impairment.
  • Being plus on block makes it useful fifty-fifty if the opponent reacts, as you get to go along your turn.

Note: in Ausf. Achse, this motility was changed to the overhead chop now familiar to UNI Akatsuki players.

顎割リ - Agito Wari

6C

ABK-Akat-6C.png

Miss this and you lot're dead

Miss this and you're dead

Harm Guard Startup Adv Hitting Adv Block
1400~ High 10 Launch -sixteen

Akatsuki dashes forward while performing a swift and powerful uppercut that will transport the opponent flying vertically.

  • This is probably the meat of Akatsuki'south combos as information technology allows him to perform all sorts of damaging juggles either midscreen or shut to the corner.
  • Unlike its UNIB version, information technology cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open up to penalization. As a result, this motility is best utilized in combos.
瓦割リ - Kawara Wari

j.2C

ABK-Akat-j2C.png

Can you call this a divekick?

Can you call this a divekick?

Damage Guard Startup Adv Hit Adv Cake
1600~ High 4 Variable Variable

Akatsuki kneels down with his fist pointing down as he moves upward slightly and so straight down with slap-up strength.

  • This move completely cancels any spring trajectory and tin exist used for baiting anti-air normals because of the slight delay at the offset.
  • It can be chained into diverse air normals for further effectiveness.
  • Will generally be minus simply safety on cake thanks to the boosted landing recovery.
  • Tin can be comboed off if it hits specially deep or meaty, although this is very situational and non easy.
  • Very abrasive for most of the cast to punish due to it being hard to air to air, anti-air, or punish on block or whiff.

Special Moves

電光弾 - Denkoudan

236 A/B/C/B+C (Air OK!)

ABK-Akat-236X.png

ABK-Akat-j236X.png

Hadouken!

Hadouken!

Version Impairment Guard Startup Adv Hit Adv Cake
A chiliad~ High/Low x -8 -12

Akatsuki fires a regal orb of electricity that travels the entire screen, in variable speeds.
Aerial versions share the same backdrop, though they travel in a 45° angle, deal less damage and have one extra frame of startup.

  • A version is the slowest.
B 1100~ Loftier/Low 11 -seven -11
  • B version is i.5 times faster than A.
C 1100~ Loftier/Low 12 KD -10
  • C version is twice as fast as A.
  • Knocks downwardly, allowing for safe approach - given the opponent doesn't Reflect it.
EX 2460~ Loftier/Low 13 KD +0
  • Akatsuki fires 4 C fireballs that knock downwardly the opponent.
  • Fairly piece of cake to reflect, use with caution.
  • Its principal use is for ending combos but it may come up in handy for the occasional projectile war.
徹甲脚 - Tekkoukyaku

214 A/B/C/B+C (Air OK!)

ABK-Akat-214A.png

Che-

Che-

ABK-Akat-214B.png

Che-

Che-

ABK-Akat-214C.png

Chesto!

Chesto!

Version Impairment Baby-sit Startup Adv Hit Adv Block
A 1000~ High/Depression 11 +0 -ii

Akatsuki performs a series of jumping kicks while moving forward.
All kicks can avoid low attacks.
Aerial versions all have 8 startup and bargain less damage (A: 800~; B: 1045~; C: 1339~).

  • A version is a single 8C-like hit.
  • Safe on block, though somewhat brusk on reach.
  • Tin be used as a juggle combo tool. Read more in the combo section.
B 1391~ High/Depression - High/Low 11 KD -xv
  • B version hits twice (nj.C followed past nj.B).
  • Incredibly unsafe just many opponents will miss the punish if they're expecting the tertiary hit.
  • Knocks up the opponent. You can juggle afterward information technology with 2A and philharmonic in the corner.
C 1781~ High/Low - High/Low - High 12 KD -14
  • C version hits thrice, (B version ending with a j.C) and slams the opponent into the ground.
  • Good midscreen philharmonic ender, although the oki isn't the best.
  • The third hit is an overhead, although anyone opponent that knows what they're doing won't be hitting by information technology.
  • Travels fairly far frontward, allowing it to exist used as a student forwards attack option. However, it isn't nearly every bit effective as similar attacks on other characters.
  • Tin can be tked to reduce the startup and recovery, making it much more than useful in neutral compared to the grounded version.
EX 3174~ High/Depression 13 KD -25

Akatsuki repeats his A Tekkoukyaku 6 times, and finishes off with a B Tekkoukyaku. Good impairment.

  • Tin can exist comboed off of just about every cancellable footing normal that he has.
  • It'south non particularly useful in juggles because depending on how many hits you apply earlier it, a lot of the hits will miss and yous won't become a lot of damage out of information technology.
  • You can apply this move in the event that you land a random poke on the ground only are also far away to combo into his 6C.
  • The air versions ends instead with an axe kicking that knocks the opponent into the ground, making it more than consistent. Withal, it still does less damage.
人間迫砲 - Ningen Hakubou

22 A/B/C/B+C

ABK-Akat-22A.png

ABK-Akat-22B.png

ABK-Akat-22C.png

Information technology'due south no shoryuken but it'due south cute anyways.

It'south no shoryuken but it'south cute anyways.

Version Damage Guard Startup Adv Hit Adv Block
A 1400~ High/Low three KD -23

Akatsuki leaps vertically with his fist pointed upward.
This is your typical dragon dial motion. Information technology used to have more invincibility frames, but can still be used as an anti-air, reversal and in combos. Tin can be avoided by long and disjointed normals although these are few in number. Used as a combo ender for corner combos since it consistently combos when the juggle gravity is higher.

  • A version is a unmarried hit.
  • Completely invincible on startup.
B 1663~ High/Low iv KD -32
  • B version hits twice.
  • Completely invincible on startup.
C 1878~ High/Depression 5 KD -39
  • C version hits thrice and is completely invincible on startup.
EX 3517~ High/Low 5 KD -50

Akatsuki performs his C Hakubou and finishes it with his 3 aeriform kicks.

  • This can consume up to half of the guard guess in example the opponent decides to block it on the air. Though, if they cake it on the basis, you're as practiced equally dead.
  • Comboable off 214A.
  • The last hit ends with an nj.C which induces a wall bounce. However, you can't combo off this since at that place'south too much recovery.
  • Does the most harm of his EX moves and information technology can be used on wakeup but use information technology wisely as it's really easy to parry and the opponent has all day to punish you equally you country.

Super Move

神風 - Kamikaze

A+B+C

ABK-Akat-ABC.png

ABK-Akat-Kamikaze.png

5AA c.5B c.5C f.5B f.5C 6B 2AA 2B 2C c.5B 6C 236 Blast

5AA c.5B c.5C f.5B f.5C 6B 2AA 2B 2C c.5B 6C 236 BOOM

Impairment Guard Startup Adv Hit Adv Cake
5528~ Loftier/Depression 15 (40f flash) KD -20

Akatsuki rushes forward and if the initial hit connects, he will perform a barrage of punches and kicks which end in a powerful energy blast that bounces the opponent off the wall.

  • This super is very damaging merely it besides gives the opponent quite a flake of meter as well.
  • If the initial hit is blocked, he volition perform about 8 hits before stopping. The final hitting pushes them back a flake and then it looks relatively safe.
  • Can followup subsequently the wallbounce(distance dependent)
  • In the rare occasion that this super manages to OTG, he will perform the rest of the attacks and if the opponent blocks information technology, more often then not, the very last hit volition break their guard.
  • This is quite possibly i of the easiest level three attacks to insert into a combo. During a juggle or on the ground, your opponent will learn to fear your B normals one time you've gained a level iii.

Universal Mechanics

Throws

Ground Throw

4/5/6 A+B

ABK-Akat-AB.png

Bzzt

Bzzt

Impairment Baby-sit Startup Adv Hit Adv Block
2000~ Throw 5 - ---

Akatsuki grabs the opponent and discharges them with an electric blast. The opponent tin can tech roll the throw upon landing.

Air Throw

j.4/5/vi A+B

ABK-Akat-jAB.png

Damage Guard Startup Adv Hit Adv Block
2000~ Throw 3 - ---

Akatsuki throws the opponent straight into the ground below him. This throw can not be tech rolled. Akatsuki can perform an air action, such equally j.236 or j.214 later it, although this has no real utility.

Reflector

Standing Reflector

5B+C

ABK-Akat-5BC.png

It's but a thicc 5A.

It'southward but a thicc 5A.

Damage Baby-sit Startup Adv Hit Adv Block
500~ Loftier/Depression seven KD +iii

Akatsuki throws frontward a jab that launches the opponent, leading to simple combos in the corner or be cancelled into 214C for easy momentum.

Crouching Reflector

2B+C

ABK-Akat-2BC.png

Harm Guard Startup Adv Hit Adv Block
400~ Low 7 KD +3

Akatsuki does the same animation equally his 2B, but this time information technology launches the opponent. Though followup value is about the same of his 5BC reflector.

Jumping Reflector

j.B+C

ABK-Akat-jBC.png

Damage Baby-sit Startup Adv Hitting Adv Cake
500~ High (Low?) 7 KD +iii

Akatsuki performs his j.A, and does a pretty loftier juggle. Has potential to start 214A loops, though it's a flake tighter to stop with a Kamikaze.

General Strategy

Overview

In spite of having the movelist of a shoto, Akatsuki tin can not exist played like one. He can not spam projectiles and expect for the opponent to jump at him so he can score an anti-air. The reflector organisation absolutely kills that style of play. Withal, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. His moves permit him to punish mistakes on the fly with often devastating results.

Nuts

Since Akatsuki is a well-rounded character, he isn't all that confusing to use effectively. Every one of his moves have a specific application, some of which tin exist used in more than one situation. Knowing how each motion can be utilized in each of the many different situations is essential for success just like with any other character.

Pokes/Footsies

Akatsuki is equipped with very useful pokes. These pokes are: 5A, 2A, 5B, 2B. The A attacks are best utilized up-close because they are quick and accept short range. The B attacks are best utilized with a piddling more space between you and the opponent. The B attacks are great for footsies because of their range and speed. On hit y'all can plow them into a combo depending on your spacing. Or block, you tin can abolish into a 236_(to create space) or a 214A to stay within shut proximities.

Anti-Air

Akatsuki has a overnice diversity of moves which can be used for anti-air. Even so, due to the simplistic parrying system in the game, it isn't always wise to endeavour an anti-air because not all of his anti-air options are parry-proof. This section lists his anti-airs and specific situations in which they may exist used. Every bit usual, mixing them up will yield better results.

  • 22A/B/C: This is perhaps the most obvious one since information technology acts like a Shoryuken. It will beat out out a lot of attacks provided that you exercise not attempt it too early on. Mixing in the dissimilar versions can help throw off the opponent's parry timing. eg: You lot practice 22A but the opponent was expecting a 22B/C and ends up doing an actress parry. This allows yous to land without taking damage and the situation ends neutral.
  • 22+B+C: This i can be used much like the one above. It deals much greater harm but information technology is also a lot riskier to use since if it gets blocked or parried, yous are left completely vulnerable on the mode down. It is best utilized if the opponent mistimes their compact bound-in. Use this one with caution.
  • 5C: This assail hits at a prissy upwards angle making it a pretty good anti-air. If the opponent takes the hit, it volition knock them down allowing you to close the gap betwixt you. If they block it, it will button them back a scrap leaving you safe.

The post-obit can exist used in situations in which the opponent jumps at you but none of the above volition hit them reliably:

  • 5A: This can work against close empty jumps if you weren't quick enough to pull off a 22_ and are too close to striking a 5C. Hitting the opponent with one of these will cause them to rapidly land on their anxiety which allows you to play a high-low upon their landing. You can also practise this if they decided to block the 5A instead.
  • 5B: This may not look like an anti-air, but information technology can be used as one. This volition hitting opponents if they are outside your normal anti-air range but happen to stick out an attack pretty late. If they decided to block instead, it will button them back at a safety distance.
  • 2C: If the opponent sticks out a motion, y'all might get hit, but otherwise this move volition knock them down if they weren't property crouch guard upon landing.

Mixups

Once Akatsuki gets a knockdown, he can proceed to pressure his opponents as they are continuing up.

Loftier/Low
Akatsuki's 6B is an overhead and as a upshot, it must exist blocked continuing. On hitting, you can link a 5A/2A into a combo for a knockdown and sometimes a corner situation. Alternatively, afterwards a knockdown you lot can effort this early on and whiff it on purpose and as a result you lot can bait whatever wakeup attacks and block them in time. You can also use a meaty 2B after a whiffed 6B which must be blocked low and turn it into a combo which will also effect in another knockdown or a tech punish. If the 6B gets blocked, you lot are relatively prophylactic from punishment.

Crossups
Akatsuki'southward j.B is a cracking crossup. When done correctly, the opponent must cake in the opposite direction from which they are facing because he is no longer in front of them when the j.B connects. Because of the position and timing, it can be a hard assail to parry consistently. If you can aim your jump in such a way that you lot are at the very pinnacle of the opponent's hitbox, you can confuse the opponent into thinking whether or not the j.B will cross them up. When the j.B does striking (crossup or non), you lot can turn information technology into a damaging combo.

Guard Break
Besides worth mentioning is Akatsuki'due south amazing guard impairment, especially in the corner. Whenever you're non outright opening your opponent up, you will at least be close to breaking his baby-sit, unless he's parrying.

214A > 22C(2) > 236BC lone eats upwards almost half of the guard estimate, with no gap to parry the 236BC once the DP has been blocked, while also checking for mashing. A proficient employ of meter for when you really need the pressure.

Tick Throw Setups
Tick throws will normally come off blocked attacks. Just most of these volition besides work in the instance that the initial assault hits the opponent and they don't poke out in time.

  • 2A -> throw
  • 6B -> [2A] -> throw (The 2A is optional)
  • j.B -> throw (This also work if the j.B crosses them up)
  • 5A (air blocked) -> dash -> throw

Combos

Midscreen Combos

  • 2B5B -> 214C / 214+B+C / ABC or 2B5B6C -> j.B, j.214C
The most bones 214C confirm is as well your merely option outside of 6C range (e.one thousand. tip 2B/5B range). The latter variation works at 6C tip range.
  • [j.C] 2A5B6C -> j.A, j.B, -> land 214C
An easy philharmonic that does fair damage for no meter. To become the philharmonic to work, pause slightly between the two jumping attacks. 214C upon landing does more damage than the air version. This is the basic template for most of Akatsuki's juggles.
  • launch -> j.A, j.B -> country 5B/214A, ABC
Same combo equally the i higher up although it ends in his level 3. His level 3 combos nicely off his B attacks both on the ground and in juggles, so use it if you demand to make a comeback and establish some momentum.
  • launch -> j.A, suspension, AB
Alternative to the basic meterless combo. This combo gives more momentum at the expense of damage. The more hits before the launcher, the wider the harm gap.
  • 6B -> 5AB, 214C
Standard combo from the 6B overhead.
  • 6B -> 5A6C -> j.A, j.B -> 214C
More damaging version of the one above.
  • 22C(2), 236+B+C
This is more than of a way to have a condom wakeup attempt/bargain guard harm in the corner. You can super cancel up to the second hit of the 22C but beware of reflector-happy opponents as you are unable to super abolish the attack if the 22C gets reflected at any point.
  • (reflector) 5B, 214C
Simple combo off the reflector. This works if you reflect the opponent'south air assail or if you're in the air and you reverberate the opponent's ground assail.
  • 8j.C -> 66 5B 214C
nj.C lets y'all juggle afterwards.

Corner Combos

All of these combos tin can be finished with A+B+C instead of 236+B+C if you lot have enough meter, or with 22A instead of 22C if y'all have none.

  • [j.C] 5BB6C -> j.8A, j.8C -> j.A, j.B -> 5BB,22C -> 236+B+C
In the corner, Akatsuki can do longer and more dissentious juggle combos. Be sure to super cancel the 22C on the second hit since the 236+B+C super does more than damage on the footing than it does in the air.
  • [j.C] 5BB6C -> j.A, j.B -> 5C(c), (delay)214A -> (5ABB 22A) OR (5AB 22C -> 236+B+C)
214A juggle that also works slightly further away from the corner. Utilize f.B if not in 5C(c) range.
  • [j.C] 5C(c)6C, 214A -> 5C(c), (delay)214A -> 5ABB, 22C -> 236+B+C
This combo is the 214A loop. Information technology requires a bit of timing and precision merely is among one of the most damaging corner combos he has. Use f.B instead of 5C(c) if you're non close enough, the combo all the same works. See it here.
  • 2AB5B -> 214B -> 2A5B -> 214A -> 5ABB,22C -> 236+B+C
A shortened version of the 214A loop that can exist setup from exterior of the corner. Use this if you are out of range to state his 6C launcher. The 2A subsequently 214B is a fairly tight link.
  • (reflector) 5B, 214A -> 5B, 22C, 236+B+C
A longer combo that does more than damage than the midscreen reflector combo. This one can practise upwards of about ~3000+ harm which isn't bad off a reflector.
  • 22C(2), 236+B+C -> 2A5BB 22A (OR) 22C(1), 236+B+C -> 5B 214A -> 2A5BB 22A
For when your guard break setup catches mashing.

Ausf Achse Combos

This will only lists combos that changed.

  • Reflector Combos
  • Reflector -> 214C
Basic easy reflector combo.
  • Reflector -> 5B -> A+B+C
Level iii confirm philharmonic. Does underwhelming impairment but it'due south great for finishing off opponents.
  • Reflector -> 5B -> 214A -> 2A -> 2B -> 22C
Corner reflector combo. Not near as good as being able to do a full loop only it's nice to do.
  • Air Reflector -> 5C/c.5C -> 214C
Air reflector gives a improve launch, assuasive this philharmonic to piece of work.

Frame Information

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

          |     Frames      |  Frame Advantage  |                Attack  | Full | Startup | On Hit | On Block | Notes          Throws and Reflectors          ---------------------------------------             iv/5/6+A+B  |  21   |    5    |   KD   |    --    |           j.four/v/6+A+B  |  21   |    iii    |   KD   |    --    |                 5+B+C  |  17   |    7    |   KD   |    +3    |                 c.B+C  |  17   |    vii    |   KD   |    +3    |                 j.B+C  |  16   |    6    |   KD   |    +3    |                   A+C  |  44   |   --    |   --   |    --    | cancellable later on 28F          Normals          ---------------------------------------                    5A  |  fifteen   |    4    |   +0   |    +0    |              close 5B  |  24   |    five    |   -iv   |    -half dozen    |                far 5B  |  25   |    vii    |   -3   |    -5    |              close 5C  |  25   |    vi    |   +0   |    -4    |                far 5C  |  31   |    8    |   KD   |    -8    |                   c.A  |  fourteen   |    four    |   +1   |    +1    |                   c.B  |  25   |    7    |   -three   |    -5    |                   c.C  |  32   |    nine    |   KD   |    -8    |                   j.A  |  15   |    iv    |   +0   |    +0    |                  vii/9B  |  25   |    6    |   VA   |    VA    |                    8B  |  24   |    5    |   VA   |    VA    |                  7/9C  |  twenty   |    9    |   VA   |    VA    |                    8C  |  21   |    7    |   KD   |    VA    |            c./5A > 5A  |  xv   |    iv    |   +0   |    +0    |           c./5A > c.A  |  fifteen   |    four    |   +0   |    +0    |          Command Normals          ---------------------------------------                    6B  |  30   |   21    |   +half dozen   |    +four    |                    6C  |  41   |   10    |   KD   |   -16    |                  j.2C  |  VA   |   xv    |   VA   |    VA    | landing recovery 7F          Specials          ---------------------------------------                  236A  |  48   |   10    |   -8   |   -12    |                  236B  |  48   |   11    |   -7   |   -11    |                  236C  |  48   |   12    |   KD   |   -10    |                j.236A  |  VA   |   11    |   VA   |    VA    | landing recovery 14F                j.236B  |  VA   |   12    |   VA   |    VA    | landing recovery 15F                j.236C  |  VA   |   thirteen    |   KD   |    VA    | landing recovery 16F                  214A  |  26   |   11    |   +0   |    -2    |                  214B  |  50   |   11    |   KD   |   -xv    |                  214C  |  60   |   eleven    |   KD   |   -14    |                j.214A  |  VA   |    viii    |   VA   |    VA    | landing recovery 10F                j.214B  |  VA   |    8    |   KD   |    VA    | landing recovery 10F                j.214C  |  VA   |    8    |   KD   |    VA    | landing recovery 12F                   22A  |  41   |    3    |   KD   |   -23    | 1~3F invincible? *UV                   22B  |  52   |    4    |   KD   |   -32    | 1~4F invincible? *UV                   22C  |  61   |    5    |   KD   |   -39    | 1~5F invincible? *UV          EX and Level iii          ---------------------------------------               236+B+C  |  51   |   13    |   KD   |    +0    | 1~4F invincible? *UV             j.236+B+C  |  VA   |    5    |   KD   |    VA    | 1~2F invincible? *UV, landing recovery 18F               214+B+C  | 100   |   13    |   KD   |   -25    | 1~5F invincible             j.214+B+C  |  VA   |    four    |   KD   |    VA    | ane~2F invincible, landing recovery 14F                22+B+C  |  72   |    v    |   KD   |   -50*   | 1~6F invincible, *if 3 hits were blocked                 A+B+C  |  38   |   15    |   KD   |   -20    | superflash 40F, 1~5F invincible                (1st hits connect)                 A+B+C  |  ""   |   ""    |   KD   |   -x    | ""                (1st hits are guarded/reflected)        

Trivia

Akatsuki'south Intro

torrencewousbacan.blogspot.com

Source: https://wiki.gbl.gg/w/Akatsuki_Blitzkampf/Akatsuki

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