|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, Alternate Normal Attacks
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 posssesses close-ranged normal attacks 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 shoutouclone 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, which is a mechanic directly lifted from his game of origin. 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.
His step-dash limits his ability to close the gap from farther distances and overall gives him lackluster grounded-mobility, but his overall-combo game leads him into having solid damage conversions while also being easy to pick up for any situation on-hand; at a cost however, Akatsuki being a primarily-close-ranged-fighter no doubt struggles against the rest of the cast that packs longer ooking-range outside of his ability to zone with his only projectile move. On top of that, Akatsuki has no chargeable moves.
Because of the above, solid Akatsuki players must rely heavily on a patient neutral game in order to bait and punish anything that comes their way, especially with his solid amount of anti-air/reversal options, and his quick normal attacks that work as great hit confirms into many of his combos as aforementioned. Another weakness of his however, is that his mixup options are both standard and limited.
In Exe:Late[st] Akatsuki regains his close 5B from his original game. Unfortunately, you can only confirm c.B into f.B using a smart steer. Also, Akatsuki has a few new combo routes, along with being able to chain into his air throw during to end combos (though it can't be done from midair attacks, as Akatsuki must juggle the opponent first then jump after them with the air throw).
|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. Despite it being a jumping elbow/knee normal, it doesn't last as long compared to something such as Yuzuriha's j.A.|
|Long kick with leading leg. Works for cross-ups and jump-ins, though the cross-up hitbox is not as strong.|
|Upward leading-legged kick. Has bigger hitbox downwards than normal j.B, and is used more for stationary jump-in combos and to stuff aerial approaches.|
|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|