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 possesses 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 classic 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, 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, while his old j.7/9C axe kick has its input change to j.6C dubbed "Skull Crusher". 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). The j.6C can be useful if jump-in combo is used as a starter while opponent is still on the ground before Akatsuki lands.
Exe:Late[cl-r] ultimately grants all of his remaining moves and properties from his original game, though some has their damage properties reworked or/and updated, particularly on his j.6C and one of his Armored Piercing Kick versions (barring B, and sadly air A versions). Only j.6C and ground version of Armored Piercing Kick that has charged function, with Charged Armored Piercing Kick A is based on the 2-kick-based B version from his home series. Charging j.6C and charged ground Armored Piercing Kick A requires fast timing during a middle of combos, with charged j.6C requires to jump cancel quickly from higher standing normals first, while the latter requires to miss the 1st-hit while juggled opponent is on the higher top of Akatsuki before 2nd kick occur as they swap directions (eg.: 2C > 5B or 5C > 6C > 214[A]).
Sys:Celes ultimately improves his movesets on mostly his j.6C and Blitz Shot, in addition to having a ground EX exclusive move of his Reflector. The combo follow ups without needing to charge j.6C becomes much easier and can be followed to another attacks, primarily ground normals upon landing.
Move List[]
Normal Moves[]
Input
Damage
Guard
Cancel
180
Crouch/Stand
SP/JC/EX/CS/IWC/CVO
Standing cross to a quick jab, both in a single input. Can be used two times before Smart Steer starts. The second punch itself moves Akatsuki a distance forward, but only if the first one connects on hit or block. Thus if it whiffs, it can be rapid-fired on its own. If the opponent moves into either jab, then the next one (either the cross or jab) will always move Akatsuki forward to start the next portion of the Smart Steer.
*These normals when spaced properly, will have their far-ranged versions be performed instead of the close-ranged versions.
Input
Damage
Guard
Cancel
150
Crouch
SP/JC/EX/CS/IWC/CVO
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
(Close)
510
Crouch/Stand
SP/EX/CS/IWC/CVO
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
(Far)
480
Crouch/Stand
SP/JC/EX/CS/IWC/CVO
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
490
Crouch
SP/JC/EX/CS/IWC/CVO
Low striking kick while balancing on his following leg. Decent footsies tool.
Input
Damage
Guard
Cancel
Dash
540
Crouch/Stand
SP/EX/CS/IWC/CVO
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
(Close)
690
Crouch/Stand
SP/JC/EX/CS/IWC/CVO
Knee kick. Can be used to pick downed opponents.
Input
Damage
Guard
Cancel
(Far)
736
Crouch/Stand
SP/JC/EX/CS/IWC/CVO
Spins around and kicks high. Doesn't usually hit crouchers, but it's a decent standing anti-air normal.
Input
Damage
Guard
Cancel
620
Crouch
SP/JC/EX/CS/IWC/CVO
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
850
Crouch/Stand
SP/EX/CS/IWC/CVO
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.
140
Stand
SP/EX/CS/IWC/CVO
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.
Input
Damage
Guard
Cancel
j. /
420
Crouch/Stand
SP/EX/CS/IWC/CVO
Long kick with leading leg. Works for cross-ups and jump-ins, though the cross-up hitbox is not as strong.
Input
Damage
Guard
Cancel
j.
456
Crouch/Stand
SP/EX/CS/IWC/CVO
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.
Input
Damage
Guard
Cancel
j. /
590
Crouch/Stand
SP/EX/CS/IWC/CVO
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. Can also hit right below Akatsuki, which when positioned and timed just right, can work as an alternate form of cross-up.
Input
Damage
Guard
Cancel
j.
809
Stand
SP/EX/CS/IWC/CVO
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.
Throws[]
Input
Damage
Guard
Cancel
+
1512
SP/EX/CS/IWC/CVO
Grabs the opponent via full-body hug and gives them a lightning shock explosion.
Input
Damage
Guard
Cancel
j. +
1512
CVO
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.
Command Normals/Unique Art[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
Helm Crusher (Helmet Splitter)
兜割リ Kabuto Wari
736
Crouch/Stand
CS/CVO
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. Instantly plummets the foe on hit, making it easy for OTG pickups. It's an unsafe move due to it being fairly slow on startup and rather laggy, 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
Jaw Crusher (Chin Splitter)
顎割リ Agito Wari
1210
Crouch/Stand
SP*/EX*/CS*/IWC*/CVO*
*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; though if landed on airborne hitstun, the launch height will be much lower (such as from a sweep or a prior airborne hit).
Uncancel-able 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. It works as a decent anti-air however, due to some decent level of head invincibility.
In Exe:Late[st] the move can be Chain Shifted on block, allowing Akatsuki to create blockstrings and/or frame traps off of this move.
Input
English Name
Japanese Name
Damage
Guard
Cancel
j.
Tile Breaker (Tile Splitter)
瓦割リ Kawari Wari
850
Crouch/Stand
SP/EX/CS/IWC/CVO
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.
In Exe:Late[cl-r], it can now be cancelled to specials/EX/supers.
Input
English Name
Japanese Name
Damage
Guard
Cancel
j. (Hold to charge)
Skull Crusher (Cranium Splitter)
頭蓋割リ Zugai Wari
682
Stand
SP/EX/CS/IWC/CVO
Introduced in the Exe:Late[st] arcade update 3.20, originally his old j.7/9C from his home series (from Shisei Ichigou until original EN-Eins). A downward axe kick (via the ending blow of his B version Shell-Piercing Legs) that inflicts stagger on a grounded hit, and shares the same damage properties as his j.7/9C while against airborne targets.
However, also shines for its incredible frame advantage even when shielded (which is only -1 on block), which makes a a solid pressure tool from a grounded Assault.
Exe:Late[cl-r] adds a charged version that completely knockdown the airborne opponent, preventing them from recovering on the ground upon being landed. Until in Sys:Celes, the damage properties that prevents opponent from recovering on the ground upon being landed no longer requires to be charged as well, thus serving as primary Air Combo ender instead of non-input j. attacks, allowing Akatsuki to follow with normal ground attacks upon landing.
Force Function[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
+ Air OK
Reflector/Offensive Defence
攻性防禦 Housebougyou
Crouch/Stand
SP/CS/IWC/CVO
Reflector move from the Akatsuki Blitzkampf franchise. Guards the opponent's attack and then counterattacks the opponent's non-projectile attacks. Nullifies projectiles. Counterattack is SP cancel-able, 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.
Special Moves/Sure-Killing Arts[]
Input
English Name
Japanese Name
Damage
Guard
Cancel
// (Hold to charge) Air OK
Blitz Shot (Volt Bullet)
電光弾 Denkou Dan
925/1375
EX/CS/IWC/CVO
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.
Becomes chargeable that cause 2 hits in Sys:Celes
Input
English Name
Japanese Name
Damage
Guard
Cancel
(Hold for second move while on ground)// Air OK
Armored Piercing Kick (Shell-Piercing Legs)
徹甲脚 Tekkou Kyakku
536/1235/1546
EX/CS/CVO
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 against crouching.
In Exe:Late[st], the A version causes tumble in counter hit and B version can be followed up.
Exe:Late[cl-r] adds two variants: * A charged A version has a second followed up, which cause tailspin, and corner wall bounce. Very effective for side switching mid screen combo followup, if whiff the 1st hit during charge (eg.: > > > Charged (1st hit on whiff) > Combo followup). Sadly it’s only for ground version. * Air EX version no longer wall bounce, as the ender ends with knockdown axe kick like his home series, allowing Akatsuki to combo to Supers while in CVO state.
Input
English Name
Japanese Name
Damage
Guard
Cancel
//
Human Cannon (Human Pressing Cannon)
人間迫砲 Ningen Hakubo
1361/1773/1947
EX-/CS/CVO-
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 uncancel-able on hit and block, and has Akatsuki perform 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
Divine Wind
神風 Kamikaze
3066
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
+++
Cherry Blossom Revised
桜花改 Ouka Kai
3640
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.