
Introduction[]
Health: 10701 (Originally 10000)
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 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.
For Move List, Combos and Tactics
- UNDER NIGHT IN-BIRTH Exe:Late [st/cl-r]: Akatsuki/Gameplay/UNI
- UNDER NIGHT IN-BIRTH II Sys:Celes: Akatsuki/Gameplay/UNI2
Notable Players[]
Colors[]
1. Blanc Rouge | 2. Strong Red | 3. Freeze Crest | 4. Vestige Garrigue | 5. Idesl Empire |
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6. Snow Harbor | 7. Neve Tempo | 8. June Sprout | 9. Viola Notte | 10. Puro Vizio |
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11. Pond Mars | 12. Neve Granulosa | 13. Smaragd Fluss | 14. Cloudy Weather | 15. Primerose Flavor |
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16. Wildness Parakeet | 17. Landa Sereno | 18. Glanz Eis | 19. Crepuscolo Lampo | 20. Diablo Noche |
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21. Marine Striker | 22. Living God | 23. Pixy Pink | 24. Western Traveller | 25. Noix Rouge |
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26. Fighting Blaster | 27. March Into Snow | 28. Oceanic Depths | 29. Aufblitzen Motor | 30. Dunkel Motor |
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System | Basics · Offense · Defense · System |
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Movelists | Hyde · Linne · Waldstein · Carmine · Orie · Gordeau · Merkava · Vatista · Seth · Yuzuriha · Hilda · Chaos · Nanase · Byakuya · Phonon · Mika · Wagner · Enkidu · Londrekia · Tsurugi · Kaguya · Kuon · Uzuki · Ogre · Izumi · Eltnum · Akatsuki |
Trophies | UNDER NIGHT IN-BIRTH Exe:Late/Trophies · UNDER NIGHT IN-BIRTH Exe:Latest/Trophies · UNDER NIGHT IN-BIRTH II Sys:Celes/Trophies |
Other | Menu · Modes · Stages |