Check the details about Akatsuki's background from here!


Health: 10000
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.

Move List

Normal Moves

Input Damage Guard Cancel
UNI A 180 Crouch/Stand SP/JC/EX/CS/IWC/CVO
Aka-5a Standing cross to a quick jab, both in a single input. Can be used two times before Smart Steer starts.
Input Damage Guard Cancel
Aka-2a 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.
Input Damage Guard Cancel
UNI B (Close) 510 Crouch/Stand SP/EX/CS/IWC/CVO
Akac5B Hits the opponent with an uppercut. Can be used to pick downed opponents.

This move was added in arcade version of Exe:Late[st].
Input Damage Guard Cancel
UNI B (Far) 480 Crouch/Stand SP/JC/EX/CS/IWC/CVO
Aka-5b Push kicks before him with his leading leg. Quite long reach for a footsies tool.

In Exe:Late[st], it can only be performed in far-ranged and as a follow up for his original close-ranged 5B.
Input Damage Guard Cancel
Aka-2b Low striking kick while balancing on his following leg. Decent footsies tool.
Input Damage Guard Cancel
Dash UNI B 540 Crouch/Stand SP/EX/CS/IWC/CVO
Aka-5cn 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.
Input Damage Guard Cancel
UNI C (Close) 690 Crouch/Stand SP/JC/EX/CS/IWC/CVO
Aka-5cn Knee kick. Can be used to pick downed opponents.
Input Damage Guard Cancel
UNI C (Far) 736 Crouch/Stand SP/JC/EX/CS/IWC/CVO
Aka-5cf Spins around and kicks high. Doesn't usually hit crouchers, but it's a decent standing anti-air normal.
Input Damage Guard Cancel
Aka-2c 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.
Input Damage Guard Cancel
Dash UNI C 850 Crouch/Stand SP/EX/CS/IWC/CVO
Aka-dc Spins around and kicks via roundhouse kick. Hitbox is about the same as 5B. Blows the opponent and causes wallbounce.
Input Damage Guard Cancel
j. UNI A 140 Stand SP/EX/CS/IWC/CVO
Aka-ja Nostalgic-looking flying knee kick. Lasts for a while as with any elbow/knee aerial normal.
Input Damage Guard Cancel
j. 7/9 UNI B 420 Crouch/Stand SP/EX/CS/IWC/CVO
Aka-j9b Long kick with leading leg. Works for cross-ups and jump-ins.
Input Damage Guard Cancel
j. 8 UNI B 456 Crouch/Stand SP/EX/CS/IWC/CVO
Aka-j8b Upward Ax kick. Has bigger hitbox downwards than normal j.B, and is used more for stationary jump-in combos.
Input Damage Guard Cancel
j. 7/9 UNI C 590 Crouch/Stand SP/EX/CS/IWC/CVO
Aka-j9c Downward leading hand chop. Short reach and slams the opponent to the ground as a standard air combo finisher. Unlike other characters' air combo finishers who has a untechable knockdown property, this air combo finisher has no untechable knockdown property, and albeit weak, making opponents tech recovery properly. Can't be continued to SP/EX/CS but can cancel to other normals until it was changed in 2.03 on console version to be able to cancel to SP/EX/CS/CVO.

Exclusive to this game.
Input Damage Guard Cancel
j. 8 UNI C 809 Stand SP/EX/CS/IWC/CVO
Aka-j8c 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.


Input Damage Guard Cancel
Aka-throw Grabs the opponent via full-body hug and gives them a lightning shock explosion.
Input Damage Guard Cancel
j. UNI A+UNI D 1512 CVO
Aka-throwa Grabs the opponent and elbow-smashes them right below himself. Combo can be continued.
In Exe:Late[st], the throw can be combo'ed into after a jump cancel from ground attacks, a bit similar to Eltnum/Melty Blood's air throw terminology, except it can't be chained into directly from air normals.

Force Function

Input English Name Japanese Name Damage Guard Cancel
Air OK
Reflector/Offensive Defence 攻性防禦 Crouch/Stand SP/CS/IWC/CVO
Aka-ff Reflector move from the Akatsuki Blitzkampf. Guards the opponent's attack and then counterattacks the opponent's non-projectile attacks. Nullifies projectiles. Counterattack is SP cancelable, but reduces damage a lot from the combo with heavy proration.

In Late:[st], you gain GRD on a sucessful parry. Also, the damage and the proration increased, so you can do stronger combos.

Command Normals/Unique Art

Input English Name Japanese Name Damage Guard Cancel
6UNI B Helmet Splitter 兜割リ 736 Crouch/Stand CS/CVO
Aka-6b Wraps his open hand in lightning and does a fist smash in the style of a karate chop. Standard overhead tool and Akatsuki's original classic overhead.
Forces the opponent down on hit, making it easy to continue the combo. It's an unsafe move, but it can be Chain Shifted and EX-cancelled.

In Exe:Late[st] the move is safe on normal block.
Input English Name Japanese Name Damage Guard Cancel
6UNI C Chin Splitter 顎割リ 1210 Crouch/Stand SP*/EX*/CS*/IWC*/CVO*
Aka-6c *Cancellable when opponent is in the air
Akatsuki's classic uppercut punch where he steps forward in a backward lean to uppercut forward with his fist in lightning.
Air/juggle combo starter since it launches the foe airborne. The launcher's height on juggled opponent will not increase. Uncancelable when hitting a grounded opponent or when guarded, but can lead to some interesting combos without the need to cancel it. However, the same cannot be said if it happens to be blocked, where Akatsuki can easily be punished.

In Exe:Late[st] the move can be Chain Shifted on block.
Input English Name Japanese Name Damage Guard Cancel
j. 2UNI C Tile Splitter 瓦割リ 850 Crouch/Stand CS/CVO
Aka-j2c Akatsuki's midair command normal. Dive punches directly below him with electricity, causing him to break the ground slightly when he lands. Can be used to alter aerial trajectories and to bait opponents for a throw, since it has very little recovery and frame disadvantage.
However, it's bound to allow the opponent to make a free move, only allowing enough time for Akatsuki to block upon recovering.

Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
Air OK
Volt Bullet 電光弾 925/1375 EX/CS/IWC/CVO
Aka-denkou Akatsuki's classic projectile. A slow moving lightning ball projectile that's fired from Akatsuki's fist with a recoil animation. EX version shoots 3 balls. Can be cancelled with a Chain Shift after the ball starts moving. Only 1 ball can be on the screen at once (EX version is an exception).

A lot like projectiles in old fighting games, you can't use the move until the previous ball has disappeared, limiting its use as a zoning tool.

In In-birth[st] the B version speed increased and causes Knockdown. Also, you can combo off the EX version.
Input English Name Japanese Name Damage Guard Cancel
Air OK
Armor-Piercing Legs 徹甲脚 536/1235/1546 EX/CS/CVO
Aka-tekkou Akatsuki's classic expansion-type special. Flies forward with a variety of chain kicks while moving forward. A version has a lot longer recovery than in the original game. B version causes knockdown on hit. If the opponent block it, the 3rd hit is an overhead.

In Exe:Late[st], the A version causes tumble in counter hit and B version can be followed up.
Input English Name Japanese Name Damage Guard Cancel
22UNI A/UNI B/UNI EX Human Pressing Cannon 人間迫砲 1361/1773/1947 EX-/CS/CVO-
Aka-ningen Classic dragon punch reversal move where Akatsuki leaps upwards with a hooking energy punch turn straight upward, though with a different kind of command in comparison. EX uncancelable on hit and block, and has Akatsuki peform a few blows from Armor-Piercing Legs. Chain Shift only on hit. A bit punishable on block or whiff.

In Exe:Late[st], it can now be chain shifted and cancelled to an EX move.

Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Divine Wind 神風 3066
Aka-iw Akatsuki's classic super move. Unleashes the Blitz Motor and rushes the opponent with 27 hits finishing with an explosion from his fist causing recoil (same animation with Volt Bullet). The last hit wallbounces. Auto-combo ranbu-type super with start-up invincibility. Passes through the opponent on block. Easily punishable if it fails to connect.

In Exe:Late[st], the barrage and wall bounce position has been corrected, which can be sometimes useful for corner combo followups.

Infinite Worth EXS

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D Cherry Blossom Revised 桜花改 3640
Aka-iwe Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.


Basic Combos

  • 5A>5A>5B>5C>6C>2C>6C>214B>j.236C
  • 2B>2C>5C>j.A>j.B>j.214B
  • 6B>2B>5C>j.A>j.B>j.214B
  • (Corner)2B>5B>5C>6C>(Dash)>5C>j.8B>j.8C>j.2C>6C>236B>41236D

2A Starter

  • 2A>5B>2B>5C>6C>(Dash)>2C>5C>6C>22B
  • 2A>5B>5C>6C>Delay 6C>236A>6C>214B (Doesn't work on Eltnum)
  • 2A>5C>6C>(Dash)>5B>j.B>j.A>j.C>5A>6C>214B
  • (Corner)2A>5B>5C>(Dash)>5C>j.8C>j.2C>5C>6C>214B

5B Starter

  • 5B>2B>5C>6C>Delay 6C>236A>6C>214B (Doesn't work on Eltnum)
  • 5B>5C>6C>(Dash)>2A>5C>j.B>j.A>j.C>5A>6C>214B
  • 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
  • (Corner)5B>5C>6C>2B>236A>j.8B>j.8C>j.2C>5C>6C>214B

6C Starter

  • 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
  • 214B>CS>(Microdash)>5B>6C>236A>6C>236A>(Microdash)>5C>j.B>j.A>j.214B
  • 214B>CS>(Microdash)>2B>6C>214A>5B>j.B>j.A>j.C>5A>6C>214B
  • (Corner)214B>CS>5C>5B>236A>j.8C>5C>236A>5C>j.B>j.C>j.A>5C>6C>214B

Human Pressing Cannon Starter

  • 22B>CS>j.2C>5C>6C>236A>6C>236A>(Microdash)>5C>j.B>j.A>j.214B
  • (Corner)22B>CS>j.2C>5C>5B>236A>j.8C>5C>236A>5C>j.B>j.C>j.A>5C>6C>214B

Notable Players


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Aka1 Aka2 Aka3 Aka4 Aka5
6. Snow Harbor 7. Neve Tempo 8. June Sprout 9. Viola Notte 10. Puro Vizio
Aka6 Aka7 Aka8 Aka9 Aka10
11. Pond Mars 12. Neve Granulosa 13. Smaragd Fluss 14. Cloudy Weather 15. Primerose Flavor
Aka11 Aka12 Aka13 Aka14 Aka15
16. Wildness Parakeet 17. Landa Sereno 18. Glanz Eis 19. Crepuscolo Lampo 20. Diablo Noche
Aka16 Aka17 Aka18 Aka19 Aka20
21. Marine Striker 22. Living God 23. Pixy Pink 24. Western Traveller 25. Noix Rouge
Aka21 Aka22 Aka23 Aka24 Aka25
26. Fighting Blaster 27. March Into Snow 28. Oceanic Depths 29. Aufblitzen Motor 30. Dunkel Motor
Aka26 Aka27 Aka28 Aka29 Aka30

Move Sets

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