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Posted

The parry seems to be useful in match-ups where projectiles are used a lot in a character's offense. Since Akatsuki recovers almost instantly, you take the advantage.

 

An example is Linne's oppressive TK Kuuga. Normally it's like, +8 on block, but if you parry the projectile, they're actually negative, leaving you to start pressure or throw them (they're still safe enough to block from what I've tested though).

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Posted

The parry seems to be useful in match-ups where projectiles are used a lot in a character's offense. Since Akatsuki recovers almost instantly, you take the advantage.

 

An example is Linne's oppressive TK Kuuga. Normally it's like, +8 on block, but if you parry the projectile, they're actually negative, leaving you to start pressure or throw them (they're still safe enough to block from what I've tested though).

I never really used it against Linne, because I had no idea how to answer TK Kuuga as the timing felt really weird (I'm still not used to using Akatsuki's parry). That's really good to know, good stuff Lumin!

I think my biggest problem with the parry is the fact it gives up GRD. It's a big pain in the butt but I guess it's just there to stop you from going HAM with it?

Posted

I hardly see a reason you would actually go ham with reflector, it's got hella recovery you'd be hardpressed to get over 2k with vorpal and meter anyways.

 

It has it's uses against obvious jump-ins and projectiles, but other than that you're probably better off not using Akatsuki Reflector, in my eyes.

Posted

Looking at this frame data is kind of enlightening. All those moves are minus on block? Literally every Akatsuki I've fought has mashed hard after everything that isn't 6C, I kind of assumed they weren't negative. I've just been letting people play recklessly all day.

 

I know having a move that's -1 blocked doesn't mean "oops guess I have to stop now", but geez, I've been too lenient on him.

Posted

Close 5C is +1? Ok, a little theory fight on blockstrings. If you start your blockstring and don't use 5A and 5C in the start/middle of it, you could technically end it with 5AA>cl.5C and be +1. Why this should work is because 5AA pulls you closer, letting cl.5C come out. From there you should be able to 5A/2A again and beat mashing?

Posted

Close 5C is +1? Ok, a little theory fight on blockstrings. If you start your blockstring and don't use 5A and 5C in the start/middle of it, you could technically end it with 5AA>cl.5C and be +1. Why this should work is because 5AA pulls you closer, letting cl.5C come out. From there you should be able to 5A/2A again and beat mashing?

 

I find that you can actually hit cl.5C at a pretty good distance that allows for mix-up/pressure reseting. 5AA/2A > 5B > 2B > cl5C is a thing, and at the spacing it puts you, allows you to tatsu over low mash or space 5B for pressure resetting (since 5B is 7 frames, most characters lack a fast move in that kind of spacing to beat him out). Meating with cl.5C on people's wake up is also good for pressuring I've found.

 

On a slightly different topic, I know everyone knows about the 5k fireball > Infinite Worth combo (or glitch, however you look at it). What I've found is you can actually use it as a viable punish in some match-ups against reversals, if you have the meter, allowing for a 5k combo anywhere on the screen. Remember, you have to cancel into the super before the fireball hits the opponent for this to work.

 

Works against

Hyde 623B

Nanase 623B

Gordeau 623C

Orie 623C

doesn't work against

Linne 623B

Eltnum 623B

Vatista 2~8B

Merkava 236C

Akatsuki 22B

 

I still need to test other characters, but I don't have much experience with those left to know what their go-to reversals are, aside from Wald and Carmine who's reversals are both EX command grabs.

Posted

The punish use for this was the main point of the vid I posted a few pages back, it can actually be done point blank by doing 41236A(or B)~D so you can use it against anything that can be punished with a fireball, the only thing from your list that it really doesn't work on is Merkava 623C as it's only -3 on block.

Posted

Quick question: is Akatsuki's 22B a legit reversal, i.e. full invulnerable startup / active frames? Or perhaps it is invulnerable to attacks that don't have to be blocked low? I feel like my meaties on oki are frequently losing out to it, but a friend insists that 2A stuffs it. I've also tried to (Orie) 5B it during its active frames, only for it to sail through my active frames and counterhit.

Posted

Quick question: is Akatsuki's 22B a legit reversal, i.e. full invulnerable startup / active frames? Or perhaps it is invulnerable to attacks that don't have to be blocked low? I feel like my meaties on oki are frequently losing out to it, but a friend insists that 2A stuffs it. I've also tried to (Orie) 5B it during its active frames, only for it to sail through my active frames and counterhit.

 

22B has complete invulnernability during it's start-up. It's one of the best meterless reversals in the game, second only to Hyde. Your friend might be thinking of his 22A, which only has head invuln, but is just as fast (5 frame start-up), meaning it'll beat poorly timed meaties/oki.

Posted

Don't know how useful this might be, but there seems to be a very specific distance where Akatsuki can do j.2C and it will end up, I think, +1 on block.  The visual indication is the attack touching the blocking opponent at the same time Akatsuki touches the ground.  In training mode, set the dummy to block and have Akatsuki as close to the dummy as possible.

 

For standing opponents, do the following to get in the right position, then j.2C:

Gordeau and Merkava: 5A or 2A

Waldstein: 5B or 2B

Everyone else: 5AA

 

Crouching opponents:

Akatsuki, Byakuya, Vatista, Carmine, Hyde, Orie: 5A or 2A

Yuzuriha and Linne: 5AA

Waldstein and Hilda: 5B or 2B

Merkava: 2AA, 5B, or 2B

Everyone else: haven't found an easy way as of yet.

 

I don't recommend doing this in real matches since the distance is very strict and most of the ways I put down to set it up are very risky.  If anyone can figure out legitimate setups to this, feel free to do so.

Posted

This might be worth looking into! I can't think of any practical set-ups now, but I'll probably start testing things when I get the chance.

 

Also, this probably isn't new information, but I didn't know it before hand, but Akatsuki has frame 1 invuln on his parry, meaning we can actually disrespect a lot of pressure tools/oki set-ups easily! It really helps against characters like Nanase, Carmine, and Merkava. You can actually parry almost all of Merkava's normals cause they all have stretched out hurtboxes, and knock him down from half screen.

  • 3 weeks later...
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  • 4 weeks later...
Posted

Yo guys. I'm new here. I was talked into playing the game by some friends, Perfect Combo, Nereus, BFK, & Blader RD. I'm a Street Fighter & DOA player. I'm usually a die-hard fan of shotos (SF main fighters like Ryu) & ninjas (in any fighter). I decided to play Akatsuki since he looked cool. If anyone could explain to me what he emphasizes the most as a character (offensive or defensively), it would be greatly appreciated. Nice meeting everyone! 

Posted

Defensively? I can't answer that since I myself have no big ideas aside his reflector parry.

As for offense? Your better off sticking it up close because that's where most of his damages can be done. :/

Posted

Yo guys. I'm new here. I was talked into playing the game by some friends, Perfect Combo, Nereus, BFK, & Blader RD. I'm a Street Fighter & DOA player. I'm usually a die-hard fan of shotos (SF main fighters like Ryu) & ninjas (in any fighter). I decided to play Akatsuki since he looked cool. If anyone could explain to me what he emphasizes the most as a character (offensive or defensively), it would be greatly appreciated. Nice meeting everyone! 

 

To me, he's meant to be a close-quarters fighter. His normal's speed and hitboxes are hard for characters to deal with, so long as he's within his effective range, and he has easy plus frames to string into (his cl.C is plus one and you can create blockstrings into A fireball for plus frames). He also has a nice stagger and tick throw game. He also has some of the highest meterless damage in the game, with 4k combos off his 6C in the corner that are pretty easy to do. You definitely want to learn his combos and get them down pat.

 

Defensively, he's got probably some of the best options in the game. Third highest health rating (tied with Carmine), an invincible DP (second fasted DP in the game), and a frame one counter with his parry, which has high and low versions. He can stop people's offense pretty quickly if you're on point. He also has a double jump, which is rare in this game.

 

He's a lot of fun, but he definitely needs patience when it comes to a lot of his match-ups. He does struggle against zoning and good spacing, but his parry helps deal with that, and you can afford to take hits thanks to his health. once you're in, you can easily run you're own game. I  honestly think  (and a lot of people will probably be quick to disagree with me on this) that he's an okay character who can win in this game, probably B-tier. 

  • 2 months later...
Posted

While this forum is pretty dead, figured I might as well put this here. I made a CMV for Akatsuki, with both flashy and practical combos inside.

 

https://www.youtube.com/watch?v=osmTblWPL2Y&feature=youtu.be

 

I've also been updating the Mizuumi wiki and working on making it more concrete and organized. Be sure to pop in if you have things to add! http://wiki.mizuumi.net/w/Under_Night_In-Birth/Akatsuki

  • 2 weeks later...
  • 4 weeks later...
Posted

So i've been having problems with any of the 6C follow-ups aside from 214ABC and 2B/C. I'm looking at the 6C juggle loops, and I can't ever get any of the moves out fast enough. Even with the official UNIEL video where 6C is canceled into 236C on block, I cannot do. Am I missing something here?

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