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Posted

Am I the only one in the right mind of properly playing Akatsuki being sticking to defense and exploit and punishing people of mistakes is the best course of action?

 

Like turning his weaknesses into his strengths and make people want to come at you and bait them?

Posted

Am I the only one in the right mind of properly playing Akatsuki being sticking to defense and exploit and punishing people of mistakes is the best course of action?

 

Like turning his weaknesses into his strengths and make people want to come at you and bait them?

 

If more of his normals had range then I think this would be the best way to play him. Just way patiently and punish with combos that carry them toward the corner, and then go full rushdown when they are near the corner. The problem is that I think his only normal that can punish stuff well is 6C, and that is both risky and can be a tad slow. So many things other characters can punish with their 2A or 2B Akatsuki cannot because they have such small range. That's just my two cents. 

Posted

If more of his normals had range then I think this would be the best way to play him. Just way patiently and punish with combos that carry them toward the corner, and then go full rushdown when they are near the corner. The problem is that I think his only normal that can punish stuff well is 6C, and that is both risky and can be a tad slow. So many things other characters can punish with their 2A or 2B Akatsuki cannot because they have such small range. That's just my two cents. 

Yeah, my whole game plan is basically back down, wait it out, wait till an attack starts having an opening, punish with 2C, and start corner carrying him with 6C and dash and meaty with his kicks, lather rinse repeat til the other dude is at the other end where I can go balls out.

 

His dash kick I do agree looks potentially good, but unlike say, Sion, who can dash B people for days, Akatsuki just has short dashes, and those are usually not really for getting in like everyone, more like used as a combo tool to get close enough so one of my normals can reach.

 

After that I just play up the fact that people online in this game are not patient. They will someday have to attack me upclose to do any real damage. He does have 10K health. This was a case where this Vatista player tried to play lame, and the last round he managed to confirm me. But he couldn't win and got time scammed cuz he had to work for damage where I had more health.

 

And there's like no point going into a fire ball war with me. A Hyde player tried that and done nothing.

 

Though I wish I can do Akatsuki's actual combos and not the lame crap I've been doing.

 

Like I remember playing as Sion and this one dude managed to lift me up so high with his combos, I was basically at the top corner of the screen. It was nuts.

Posted

If there's like one character I find difficult to stay blocking against, that's probably Merkava, but thats more me trying to figure which attack is gonna be high and low since Merkava can act quick.

 

Waldstein uplose with Akatsuki is like my worst day ever, mainly cuz of his command grabs. CG regularly or on wake up.

Posted

Okay so I've been learning some Akatsuki the past 2 days.

 

Considering vorpal is essential for rapid cancels, I made an interesting combo conntection

 

(corner) 6C>5B>8B>8C>EX Piercing Legs>rapid>j.2C>EX piercing legs.

 

it does somewhat over 3.1k damage, It needs full meter to be done, but if unable, the grounded state helps to make distance on wake-up.

 

EDIT: Though I do realize you can overshoot and make the second armor piercing legs miss.

Posted

Okay so I've been learning some Akatsuki the past 2 days.

 

Considering vorpal is essential for rapid cancels, I made an interesting combo conntection

 

(corner) 6C>5B>8B>8C>EX Piercing Legs>rapid>j.2C>EX piercing legs.

 

it does somewhat over 3.1k damage, It needs full meter to be done, but if unable, the grounded state helps to make distance on wake-up.

 

EDIT: Though I do realize you can overshoot and make the second armor piercing legs miss.

 

There's just no reason to do this. It does less damage than a meterless corner combo with him. 

Posted

There's just no reason to do this. It does less damage than a meterless corner combo with him. 

well care to give an example?

Posted

well care to give an example?

Yo I just practiced some 6c corner punishes today.

6c dash cl.5c nj.b nj.c j.2c land cl.5c 6c 214 b is easy and works for every char.

6c 66b link cl.5c nj.b nj.c land jump again j.2c land cl.5c 6c 214 b. This one is a bit harder but still works on everyone.

6c dash cl.5c nj.b nj.c j.2c land cl.5c delay 2b 236a 6c 214b . This and next dont work vs Linnie

max range 6c 236a 5b 236a nj.c j.2c land 5c delay 2b 236a far.5c jump forward j.b j.c j.a land 5b 6c 214 b. This one is pretty swag and hardcore. Its kinda easy to confirm after blocking some shoryu moves what pushback a bit or after whiffed walds charge move. Every tatsu can be replaced with Kamikaze (41236 D) exept last combo(u should do it after last 5b)

If u stuck with some parts of combos feel free to ask. Good,luck with Akatsuki practice.

Posted

Yo I just practiced some 6c corner punishes today.

6c dash 5c nj.b nj.c j.2c land 5c 6c 214 b is easy and works for every char.

6c 66b link 5c nj.b nj.c land jump again j.2c land 5c 6c 214 b. This one is a bit harder but still works on everyone.

6c dash 5c nj.b nj.c j.2c land 5c delay 2b 236a 6c 214b . This and next dont work vs Linnie

max range 6c 236a 5b 236a nj.c j.2c land 5c delay 2b 236a 5c jump forward j.b j.c j.a land 5b 6c 214 b. This one is pretty swag and hardcore. Its kinda easy to confirm after blocking some shoryu moves what pushback a bit or after whiffed walds charge move. Every tatsu can be replaced with Kamikaze (41236 D) exept last combo(u should do it after last 5b)

If u stuck with some parts of combos feel free to ask. Good,luck with Akatsuki practice.

Thanks! Though I must ask. Is it close or far 5C? Unless it's dashing 6C (though ya said 5C I got confused)

Posted

Thanks! Though I must ask. Is it close or far 5C? Unless it's dashing 6C (though ya said 5C I got confused)

There is no dashing moves exept dashing B in 2nd combo and i note it as 66b. I was edited post with far/close notes.

Posted

There is no dashing moves exept dashing B in 2nd combo and i note it as 66b. I was edited post with far/close notes.

Thanks, just needed to ask!

Posted

So I'm thinking about putting together an Akatsuki Montage. Would anyone like to contribute?

Posted

So I'm thinking about putting together an Akatsuki Montage. Would anyone like to contribute?

I'd sign up...but I need recording software....fuck.

Posted

I'd sign up...but I need recording software....fuck.

Does this game have an online training mode?

Posted

There's just no reason to do this. It does less damage than a meterless corner combo with him. 

Yeah, that's just a waste of meter as you are not only blowing 200% but also chainshift for damage that's probably less than 3k.

Posted

Only for the person playing. Mainly just to wait for the next match.

 

Though personally, a mode like this is still the best idea.

^

Anyways, if the only way to show me off is freaking matches, so be it...! :P

Posted

So I'm thinking about putting together an Akatsuki Montage. Would anyone like to contribute?

What do you want to put into video? If its kinda combo video i can fill it for 10-15 sec if i will find capture card somewhere ^^

Posted (edited)

Just a little corner combo I found.

6C>5C>neutral j.B>j.C>land and rejump>j.2C>2B>5C>22B. About 3.6k

22B can be 214B for knock down or the EX version of either. You could also do 41236D. Dropping the last 5C gives 41236D like 40 extra damage if you want to be a stickler, which is about 4.6k total. Also my terminology is horrible, wasn't sure what to call the j.B/C where you just hit 8.

Due to my inability read, someone did this EXACT same combo. Oops.

Edited by CAV
Posted

Just a little corner combo I found.

6C>5C>neutral j.B>j.C>land and rejump>j.2C>2B>5C>22B. About 3.6k

22B can be 214B for knock down or the EX version of either. You could also do 41236D. Dropping the last 5C gives 41236D like 40 extra damage if you want to be a stickler, which is about 4.6k total. Also my terminology is horrible, wasn't sure what to call the j.B/C where you just hit 8.

I say I'd end with 214B due to knock down, but this is good!

Posted

To join on the discusson of 6C corner combos, I improved mine from a few pages back:

6C>66>cl.5C>cl.5C>236A>f.5C>8 j.B C>land>j.2C>5C>6C>214B.  4071 dmg with vorpal, 3705 without.

You can change the ender with 22B/C or super for more damage (for super replace 6C with 236A>41236D for 5141dmg w/vorpal)

It's a bit tough linking the first two close 5C (you have to let them drop quite low for the first cl.5C) but I think this one of the max damage corner punish routes!

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