BBTag/Akatsuki/Combos

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 Akatsuki
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Routes

Solo
# Combo Position Damage Difficulty Notes Video
1 (4AAA) > 5AAA > 2B > 5BBB > 214B Any 6325 (4983) [1] Very Easy Akatsuki's easiest combo. Most of his combos build off of this string. Link
2 (5AAA > jc > delay j.A > delay j.B) x 2, 5AAA > 2B > 5BBB > 214B Any 7059 [3] Medium Meterless combo extension that only works at point blank range against standing opponents. Delayed air normals are used to allow Akatsuki to loop back to 5A. Whiffs against short characters. Link
3 5AAA > 5B > 214A, 4A > 5AAA > 5B, (2B) > 5AAA > 5BBB > 214B Corner 6926 (6945) [2] Easy Meterless corner extension based off combo 1. 5A requires a slight delay before 5AA if 2B is used. Link
4 Jump > j.AA > jc > j.AA > j.C or 214B Corner 3967 (4157) [1] Very Easy Akatsuki's optimal and only air combo. End with j.C for oki or B Air Armor Piercing Kick for damage. Can be used for cross combos and such. Link
5 CH 5B, (5AAA > 5B)*2, (2B) > 5AAA > 5BBB > 214B Any 7101 (7126) [2] Easy Main anti-air combo that also works on grounded opponents. Also used for mid-screen meterless punishes. 5A requires a slight delay before 5AA if 2B is used. Link
6 CH (j.)214A, 5AAA > 2B > 5BBB > 214B Any 5887 [1] Very Easy Counter hit A Armor Piercing Kick. Link
7 CH (j.)214A, (5AAA > jc > delay j.A > delay j.B) x 2, 5AAA > 2B > 5BBB > 214B Any 6417 [3] Medium Counter hit A Armor Piercing Kick combo extension that only works against standing opponents. Delayed air normals are used to allow Akatsuki to loop back to 5A. Whiffs against short characters. Link
8 CH (j.)214A, 5AAA > 5B > 214A, 4A > 5AAA > 5B, (2B) > 5AAA > 5BBB > 214B Corner 6331 (6343) [2] Easy Cornered counter hit A Armor Piercing Kick. 5A requires a slight delay before 5AA if 2B is used. Link
9 Grab, (5AAA > 5B)*2, 5AAA > 5BBB > 214B Any 5478 [2] Easy Basic conversion off of grab. Same string as combo #4, although with more scaling. Hitstun is tight so 2B cannot be added. Link
10 5A > 5BBB > 214C, 5AAA > 5B, 5AA > 5BBB > 214B Midscreen to Corner 8478 [2] Easy Basic 1 bar combo extension using EX Armor Piercing Kick. Must corner the opponent or else the combo will drop. Link
11 5A > 5BBB > 214BC, 5B, 5AAA > 5BBB > 214B Any 8550 [2] Easy Basic combo extension with Thunderbolt. Link
12 5A > 5BBB > 214BC, 5B, 2B > 5A > 5B, 5A > 5BBB > 214B Any 8570 [3] Medium Optimized Thunderbolt extension. More damage, meter gain, and corner carry in exchange for slightly higher execution. Must dash closer to the opponent after Thunderbolt or the last 5A will whiff. Link
13 5BBB > 214BC, 5B, 5AAA > 5B, 5A > 5BBB > 214B Any 8537 [2] Easy Anti-air combo extended with Thunderbolt. Link
14 2C > 214C, 214B Any 5762 [1] Very Easy Basic sweep combo. With only 1 bar and no corner, this is as good as it gets. Link
15 2C > 214C, 2B > 5B, 5AAA > 5B, 5AA > 5BBB > 214B Corner 8036 [2] Easy Corner sweep combo using 1 bar. Link
16 2C > 214BC, 5B, 5AAA > 5B, (2B) > 5AAA > 5BBB > 214B Any 8358 (8385) [2] Easy Sweep extended with Thunderbolt. 5A requires a slight delay before 5AA if 2B is used. Link
17 CH (j.)214C, 5AAA > 5B, 5AAA > 5B, 5A > 5BBB > 214B Any 7255 [2] Easy Counter hit C Armor Piercing Kick. Link
18 214BC, 5B, 5AAA > 5B, (2B) > 5AAA > 5BBB > 214B Any 7320 (7347) [2] Easy Thunderbolt starter, useful for reversals. 5A requires a slight delay before 5AA if 2B is used. Link
19 (RB) (5A) > 5BBB > 214B > 214BC, 5B, 5AA(A) > 5BBB > 214B > 236BC Any 11401 (11426) [2] Easy Resonance Blaze combo that uses 4 meters, utilizing super-cancels after B Armor Piercing Kick. If the combo starts with 5B instead of 5A, add 5AAA for extra damage. Link
20 (RB) 2C > 214B > 214BC, 5B, 5AAA > 5B, 5A > 5BBB > 214B > 236BC Any 11563 [2] Easy 4 bar Resonance Blaze combo starting with a sweep. Link
21 (RB) 214BC, 5B, 5AAA > 5B, 5AAA > 5BBB > 214B > 236BC Any 10626 [2] Easy 4 bar Resonance Blaze combo starting with Thunderbolt. Link

With Assists

NOTE: Damage values with (~) are estimates; damage will vary depending on the partner.

# Combo Damage Meter Cost Type Notes Video
1 5AAA > 5BBB > 214B > 5P > 5B > 5AAA > 5BBB > 214B ~8100 0 Anywhere Simple assist extension. Works with just about any 5P. -
2 5AAA > 5BBB > 214C > 5AAA > 5BBB > 214B > 5P > 5BBB > 236BC.P ~13000 5 Midscreen and corner Meter dump combo with assist extension. Link
3 5BBB > 214B > 5P > 5BBB > 214C > CC > 6P > 236BC.P ~14000 5 Anywhere Full meter cross combo that deals huge damage. Use 236BC before gauge runs out for maximum damage. -


Combo Theory

Akatsuki's combos without resources are incredibly simple, usually consisting of a basic "Magic Series" of A normals to B normals into special moves. Most of his combos above a beginner level revolve around his 5AAA > 5B loop which requires Akatsuki to launch opponents before 5B connects. However he cannot do this freely on his own as only launcher normals are 2C (which lacks any non-special cancel options) and 5B itself. Therefore, Akatsuki must take advantage of the corner, counter hits, EX Armor Piercing Kick (APK), Thunderbolt, and assists to put the opponent in an airborne state.

5B on counter hit combos into 5A, which can be accessed by anti-airing attacking foes or by punishing a whiffed or blocked reversal. In the corner, use A Armor Piercing Kick after 5B which will allow Akatsuki to catch the opponent with 4A and continue into a full combo. EX APK can incorporate both prior ideas as it combos directly into 5A if Akatsuki drags the opponent to the corner before the final hit connects or it can work mid-screen if the attack was a counter hit. His Thunderbolt super, while slow when compared to most conventional supers, gives Akatsuki a launcher and a combo opportunity on hit. The best point to do so is at the end of his B auto-combo though it can be used elsewhere if needed.

Assists can be used in a variety of different ways to start the 5AAA > 5B loop but the most simple is to use 5P after Akatsuki's B auto-combo into B APK. Cross Combos and Active Switches work as well so try experimenting with your partner of choice.

To end the 5AAA > 5B loop, simply finish the B auto-combo and either use A APK for oki, B APK for meterless damage and corner carry, or use Kamikaze to finish off an opponent or to get as much damage as possible during a happy birthday situation. While there are other combo routes Akatsuki could use, this route has very simple execution, is universal, and is optimal in many, if not most situations so making this route instinctual is vital for mastering this character.

Video Examples

Basic combos by Meno


External Documents and References


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