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 |
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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 5AA 5AA |
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5B (close) |
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5B (far) Tippytoes Tippytoes |
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5C (close) |
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5C (far) |
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2A |
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2B |
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2C |
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j.A |
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j.B |
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nj.B |
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j.C Become used to this sprite. You'll see it here a lot. Go used to this sprite. You'll see it here a lot. |
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nj.C |
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Control Normals
兜割リ - Kabuto Wari 6B |
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顎割リ - Agito Wari 6C Miss this and you lot're dead Miss this and you're dead |
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瓦割リ - Kawara Wari j.2C Can you call this a divekick? Can you call this a divekick? |
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Special Moves
電光弾 - Denkoudan 236 A/B/C/B+C (Air OK!) Hadouken! Hadouken! |
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徹甲脚 - Tekkoukyaku 214 A/B/C/B+C (Air OK!) Che- Che- Che- Che- Chesto! Chesto! |
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人間迫砲 - Ningen Hakubou 22 A/B/C/B+C Information technology'due south no shoryuken but it'due south cute anyways. It'south no shoryuken but it'south cute anyways. |
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Super Move
神風 - Kamikaze A+B+C 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 |
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Universal Mechanics
Throws
Ground Throw 4/5/6 A+B Bzzt Bzzt |
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Air Throw j.4/5/vi A+B |
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Reflector
Standing Reflector 5B+C It's but a thicc 5A. It'southward but a thicc 5A. |
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Crouching Reflector 2B+C |
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Jumping Reflector j.B+C |
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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.
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- 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.
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- 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.
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- 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:
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- 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.
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- 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.
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- 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.
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- 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
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- Reflector -> 214C
- Basic easy reflector combo.
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- Reflector -> 5B -> A+B+C
- Level iii confirm philharmonic. Does underwhelming impairment but it'due south great for finishing off opponents.
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- 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.
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- 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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