|Check the details about Akatsuki's background from here!|
Play-style: Well-rounded, Rushdown, Versatile, Footsies
Dash Type: Step-Dash
Specialty: Double Jump, Midair Throw
Akatsuki is well equipped to rushdown and punish other characters for attempting to escape his grasp.
Akatsuki is one of the two characters in the game who can double jump. He's also one of the two characters in the game who possesses an aerial throw. However, he also has a close-ranged normal like other characters in past fighting games, as well as different sets of normals from a stationary or directional jump.
Akatsuki, much like his original appearance in his home game, is a standard character with a projectile, rushing expansion move and anti-air attack, making him a Shotoclone that's easy to use and pick up, but hard to master.
His Force Function is a special move that nullifies opponent's attack and counterattacks the opponent's non-projectile attacks. He has short reach and a step-type dash, so getting close to your opponent may be difficult. His jump is also quite short, so he has a double jump to make up for it, though that can give him some edge in aggressive jump arcs not unlike most hop-based fighters that rely on good aerial offensive approach.
Since his step-dash has a short reach and is slow, he is a character that requires patience in order to get his gameplan running. He don't have a great pressure, so, to keep your opponents in check, you have to space your normals properly to make his A Volt Bullet plus on block and continue the blockstring. Akatsuki also have great frame traps, so you have to apply them to improve his pressure. His 6B hits overhead, but its unsafe, so be careful.
With decent mixup, well-rounded normals and a simple moveset, Akatsuki is no doubt the Jack-of-Trades. Overall, he seems to no doubt pack a good amount of well-rounded combos and reliable moves, giving him decent footsies. His goal is basically confirm his moves into 6C to continue the combo.
However, a notable weakness still comes into mind for someone like Akatsuki, for his footsies can be overshadowed by many of the weapon-based characters he's pitted against, and characters that can specialize in rushdown/pressure and/or zoning can have an edge over him, especially since Akatsuki's projectile isn't too good, and his blockstrings are rather subpar (as well as having some punishable attacks if you don't space properly).
Also, Akatsuki has no chargeable moves. He is the only character, like characters in past traditional fighting games, to have a set of close-ranged C normal, and jumping normals that differ during a stationary or directional jump.
In Exe:Late[st] Akatsuki regain his close 5B from his original game. Unfortunally, you can only confirm c.B into f.B using smart steer. Also, Akatsuki have new combo routes in this game, and now, you can use his air throw to end combos, but you can't chain jump moves into the air throw, so you have to hit the ground and jump again to make it.
|Standing cross to a quick jab, both in a single input. Can be used two times before Smart Steer starts.|
|Crouches and does a cross-to-jab (like his 5A). Repeatable as a rapid-fire light normal.|
In Exe:Late[st], its a low move, despite most crouching jab/light punch attacks of similar nature.
|Hits the opponent with an uppercut. Can be used to pick downed opponents.|
This move was added in arcade version of Exe:Late[st].
|Low striking kick while balancing on his following leg. Decent footsies tool.|
|Same motion as close version of 5C.|
In Exe:Late[st], it's a very important combo tool, and can be used to pick downed opponents.
|Knee kick. Can be used to pick downed opponents.|
|Spins around and kicks high. Doesn't usually hit crouchers, but it's a decent standing anti-air normal.|
|Sweep kick. Used to poke and knockdown for combos. A bit of an in-and-out move that sometimes should be used carefully in a blockstring.|
|Spins around and kicks via roundhouse kick. Hitbox is about the same as 5B. Blows the opponent and causes wallbounce.|
|Nostalgic-looking flying knee kick. Lasts for a while as with any elbow/knee aerial normal.|
|Long kick with leading leg. Works for cross-ups and jump-ins.|
|Upward Ax kick. Has bigger hitbox downwards than normal j.B, and is used more for stationary jump-in combos.|
|Midair version of his Dash C; a midair back spin roundhouse kick. Causes wallbounce, and has decent priority like most kicks of this nature for a midair poke/an air-to-air.|
|Grabs the opponent via full-body hug and gives them a lightning shock explosion.|
Command Normals/Unique Art
Special Moves/Sure-Killing Arts
Infinite Worth EXS
- 2A>5B>5C>6C>Delay 6C>236A>6C>214B (Doesn't work on Eltnum)
- 5B>2B>5C>6C>Delay 6C>236A>6C>214B (Doesn't work on Eltnum)
- 5B>5C>6C>Delay 6C>236A>CS>j.2C>2C>5C>6C>214B
- (Corner)5B>5C>6C>Dash C>5C>j.2C>5C>6C>214B
- 6C>6C>236A>Delay 6C>236A>Delay 6C>214B
- 6C>Dash B>6C>236A>Delay 6C>236A>(Microdash)>5C>j.B>j.A>j.214B
- 6C>Delay 6C>236A>Delay 6C>236A>Delay 6C>236A>CS>j.2C>6C>236B>41236D
- (Corner)6C>Dash C>5C>236A>Dash C>j.8B>j.2C>2B>5B>236A>5C>j.B>j.C>j.A>5C>6C>214B
j.2C/6B/Air Throw Starter
- j.2C/6B/Air Throw>5C>6C>236A>6C>236A>(Microdash)>5C>j.B>j.A>j.214B
- j.2C/6B/Air Throw>2B>6C>214A>5B>j.B>j.A>j.C>5A>6C>214B
- (Corner)j.2C/6B/Air Throw>5C>5B>236A>j.8C>5C>236A>5C>j.B>j.C>j.A>5C>6C>214B
Armor-Piercing Kick Starter
- 214B>236C>Dash C>236B
Human Pressing Cannon Starter
|1. Blanc Rouge||2. Strong Red||3. Freeze Crest||4. Vestige Garrigue||5. Idesl Empire|
|6. Snow Harbor||7. Neve Tempo||8. June Sprout||9. Viola Notte||10. Puro Vizio|
|11. Pond Mars||12. Neve Granulosa||13. Smaragd Fluss||14. Cloudy Weather||15. Primerose Flavor|
|16. Wildness Parakeet||17. Landa Sereno||18. Glanz Eis||19. Crepuscolo Lampo||20. Diablo Noche|
|21. Marine Striker||22. Living God||23. Pixy Pink||24. Western Traveller||25. Noix Rouge|
|26. Fighting Blaster||27. March Into Snow||28. Oceanic Depths||29. Aufblitzen Motor||30. Dunkel Motor|
|System||Basics · Offense · Defense · System|
|Move Sets||Hyde · Linne · Waldstein · Carmine · Orie · Gordeau · Merkava · Vatista · Seth · Yuzuriha · Hilda · Eltnum · Chaos · Akatsuki · Nanase · Byakuya · Phonon · Mika · Enkidu · Wagner|
|Trophies||UNDER NIGHT IN-BIRTH Exe:Late Trophies · UNDER NIGHT IN-BIRTH Exe:Late[st] Trophies|
|Other||Menu · Modes · Stages · In-Birth Front|