2020/12/22

Contemplation - UNI[cl-r] Akatsuki (ver. 1.06)

This blog post is going to be a bit different than my blog posts up to this point and I'm honestly not sure if this will be very long or short. I'm honestly writing this on the fly, so we'll see how coherent this ends up being. Forgive me ahead of time. Also assume that my thinking reflects only up to today. I'll be breaking down my thoughts in the following categories:

1. UNI[st] -> UNI[cl-r] Important Components (And Why It Matters!)
2. Change in my personal combo routing.
3. My Thoughts on Akatsuki: Matchup Chart Discussion.
4. My Thoughts on Akatsuki: How I feel playing MUs.

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UNI[st] -> UNI[cl-r] Important Components (And Why It Matters!)

First things first, I'll start from the base of the 1.03 patch notes that are listed here. You'll have to scroll all the way down to get to Akatsuki's section. Even though the current version is ver. 1.06, this is the last significant character balance patch, released in Quarter 1 2020. I will not cover everything here, but I will cover what I think are the most important changes.

-> 214[a] or Increased (IC) 214a:
This move has been added in [cl-r] and honestly, it's one of the best possible moves he would have gotten. At the start of the version, I wasn't terribly impressed by this move. It's a whopping -10 on block does not prorate that favorably and only allows for one falling normal on CS, so as a move to present to an opponent on offense, it's a big gimmick.

It's true strength lies as a linker towards the end of a combo. This move lets you to combo into grounded normals such as cl.5b -> cl.5c as a precursor to an air throw, allowing you to control positional disadvantage for the opponent. Because air throw is your second most favorable knockdown, this is extremely important. It also allows you to microdash 2a underneath the opponent to keep them going the same side in the combo, a technique found and popularized by Firery

-> j.6[c] or Increased (IC) jump 6c:
This move has been added in [cl-r] and this might be the best change that Akatsuki received in this version of the game. It is an absolutely militant jump in that is hard to anti air, is +2 on shield and is massive damage if you manage to get hit by or grd crushed by this move.

It also functionally removes the necessity to do a fireball relaunch into the j.bca air series to unlock high damage for Akatsuki. In addition to that, it has great synergy with both the 2c series of enders and the 66c linker near corner, assuming you save your ground and wall bounces to allow them.

-> j.214c or jump 214c:
Knocks down. This move is extremely important for combo ender theory. It is our third most advantageous ender behind air throw and Kamikaze, Akatsuki's Infinite Worth. It is also our third most damaging combo ender, behind Kamikaze and 22a -> 22c, making it our second most damaging combo ender for 100 meter. Because of the knockdown property, it is your go to usage of 100 meter. 

It also cannot be forward teched unless the opponent was comboed very high in the air.

-> 236a:
Floats opponents on grounded hit. This change is probably my personal favorite change, because I use fireballs quite a lot. It turns extended pokes into meterless full combos mid screen or corner with microdash f.5b and allows you to combo for a lot of damage from round start distance. I think it's extremely important for any budding Akatsuki player to be able to recognize the ability to combo from this move because of this, but even if they don't, the opponent is still locked out of forward tech. This allows for safe pursuit options. 

I'll go as far as to re-emphasize that if you aren't comboing from this, you are missing out on the benefits of playing a character like this. It is a necessity at higher levels of play to punish mistakes.

-> 22a:
Changed timing of invulnerability to jump and dive to be earlier. This move is throw, head and dive property invulnerable from frame 1 to it's first active frame on frame 5, making it one of the best moves of it's type. When paired with CS or 100 meter (236c/j.236c, ideally) it is one of the most dangerous moves in the game.

I think mastery of this particular move will be one of the things that truly differentiates an effective Akatsuki player on defense versus any other aspiring player. This move is broken. If you can time this as late as possible, this move will beat any jump-in in the game. I'm still trying to learn how to use this move better, it's that important. 

-> Air Throw:
Proration reduced. This move is very good as a starter now because of it's reduced proration, allowing you at the minimum 3000 damage without meter or vorpal as a factor, if you know the appropriate route. I have pushed combos close to 3300-3400 before meter or vorpal comes into play, so it will serve as a key anti-assault option select on defense. Compared to the paltry 24-2600 damage in the previous version, you should use this move.

-> j.236a: 
Recovery greatly reduced. The jury is kind of out on how useful this move actually is as far as strength... but it is still a good multi-purpose tool. It can be used as a plus frame okizeme setup in the corner, can be used against stand tech for a good punish, is not a terrible jumping option and is relatively safe on block at -3. It also serves as good combo tool on air throw combos because of the (7) j.2c -> j.236a link in air throw and in some advanced corner combos.

And why it matters?

If I were to summate this succinctly, UNI[cl-r] Akatsuki gets better knockdowns to continue pressure, gains more damage on the whole and has a lot more versatile usage for meter. I've emphasized this in some discussion to Japanese Akatsuki players, but I think that Akatsuki absolutely should be using meter as much as possible. He builds a lot of it and gets great cash out for it in almost any situation.

More demonstration of his knockdown changes in UNI[cl-r] is wonderfully presents by Marmo in a video of my ender theory posts in the discord. Other usages for moves and tactics are listed in Akatsuki's Mizuumi wiki.


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Change in my personal combo routing

So, this section will probably not be that long compared to the above, since I think there's not so much to cover here. It took me a little while to adjust to the new routing that was added in UNI[cl-r] and honestly speaking, I'm still getting around to optimization here, but here goes:

-> omission of (linker) 2c > 6b
This is probably the most important change in the majority of my routing and it helps explain a bit of the linkers below. Contemporary combo knowledge from UNI[st] (and my doc, which is currently outdated) will tell you to slap this in literally everything. It was a component for the most damage in combos in [st] and still is for a few combos in [cl-r], but I have shied away from this for a few reasons, one of which because it spends two bounces right away.

-> (linker) 214[a]
This particular linker has high synergy with the contemporary combo [ex: 5a 5b 2c 6b 66b cl.5c 6c 214[a] {delay} cl.5b cl.5c j.AT = 2965 (3256)] but also has synergy with the modified launcher [ex: 5a 5b 2c 2b 6c 214[a] {delay} cl.5b cl.5c j.AT = 2483 (2727)]. The latter is less damage, but has more flexibility. You can do the microdash under for more damage and on stronger combos, this allows for other modified linkers.

-> (linker) dash 214a
This particular linker works in combos that have as much or more favorable proration than counter hit f.5b starters. It allows for more corner push and unlocks more damage when combined with other components. This linker also stars in the highest damage 6c start combo.

-> (linker) 66b > f.5c
This linker was found by Kilimine and expanded on by perhaps the most infamous player u4ick, who is also known to have one of the strongest Akatsuki's in the country. This is a very high damage linker that has high synergy with combos that omit linker 2c > 6b. The reason behind this is because j.6[c] will use one of your bounces after f.5c.

-> (linker) j.6[c] > 66c
In the above link in the 66b > f.5c linker, the second combo shows off the j.6[c] > 66c linker, which allows for Akatsuki to easily transition from midscreen to corner. As you can see, it also unlocks a lot of damage. As an aside, the 66c near-corner link is also possible as a part of the fireball relaunch near corner.

-> (ender) 2c > 2a whiff
This is one of my favorite enders, shown off in the okizeme guide above. It's +30 or so and has high synergy from j.6[c]. You can also do it from j.bca relaunches if you feel dedicated to tsumo-style enders.

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My Thoughts on Akatsuki: Matchup Chart Discussion
(Link to Old is here)

Matchup Chart changes from May 2020:

= Disadvantage: No Change
= Sl. Disadvantage: Hyde (Evenish > Sl. Dis), Lond (Evenish > Sl. Dis)
= Even Enough: Enk (Sl. Dis > Evenish), Mer (Sl. Dis > Evenish)
= Sl. Advantage: Pho (Evenish > Sl. Dis)
= Advantage: Car (Sl. Ad > Adv)

Why?

I'm actually still kind of wavering on Hyde and Enkidu's placements because they could be flipped or they could be both in Sl. Disadvantage.

One of the big changes is that Hyde players have gotten so much better about placing active moves into where Akatsuki wants to be. Because of Hyde's own fireball and 22x, Akatsuki's fireballs are sealed pretty well, forcing him to have to box with Hyde. Hyde, Akatsuki, Enkidu and Gordeau's backsteps are really strong for repositioning, but the former three are also very good at pressing fast things to check what Akatsuki wants to do.

I realize that this may be hypocritical because Enkidu vs Akatsuki is actually extremely similar as far as neutral goes. In addition, I think Enkidu is very adept at picking apart both Akatsuki retaliation and also in sealing retreat/backstep. Unlike Hyde, however, I think that Akatsuki has an easier time of sticking to Enkidu once he's there.

-> Londrekia is difficult for a lot of the same reasons that Hyde is, actually. The difference is that Londrekia's general ability to deal with fireball through tools like 4C, j.3b and 214C (which hops mids/fireball) all transition straight into an extremely powerful position in the corner.

Once you get to the corner, 4C and 5b(b) and smart positioning seals off a lot of Akatsuki retaliation. It's one of the current most oppressive positions I feel like I play, even more so than Byakuya web setups and Vatista gem setups. Attacking through FF is also really difficult, but honestly I feel like this feeling comes exclusively from fighting Foxof. Latency makes things more difficult, but I think even offline these positions will be difficult for Akatsuki.

-> Merkava is a character whose neutral presence I felt more troubled by before because of lack of matchup experience. I think changes to Akatsuki like 214C's acceleration, a true knockdown from j.214b, 22a and ICj.6C all combine to allow Akatsuki to fight airborne Merkava quite well and trace his landings.

Akatsuki is a character whose increased ability to generate hard knockdowns allows him to attack from advantage more often. Merkava's best abare options typically comes from low attacks and the combination of Akatsuki's fast attacks and tatsu killing both lows and divekick makes offense really tenable for him. Merkava's offense is also really potent if he has meter, but I think the neutral dynamics have shifted closer for Aka's comfort.

-> Phonon is a character that I felt a lot more comfortable with towards the end of ST. I was sort of at the point where I thought the MU was a sleeper slight advantage point in that version of the game. I think running offense, especially with meter is very strong against Phonon. I think the nerf on 2a is very important for Akatsuki's pressure structure. Parry is a very good answer to air fireball and other air moves.

That being said, after I played against Silent online, I came away very impressed by various utilizations of 6FF. I might go as far as to say smart utilization of this move is the new future for that character. I also think that set plays with Phonon's new air movement has some usage in confusing Akatsuki's decision to anti air. Phonon pressure and offense w/ long distance TRMs and a maze of buttons are still things to consider when playing.

-> Carmine is a character I still need more experience in playing against. Talking to Pinku and Spinach reveals to me more about the holes that Akatsuki can bully him. 5BB is basically an RPS point against Carmine, because it's a 5f gap. 22B beats everything and punishes 5BB outright, but FFOS and 22a (beats strike, throw, jump) both turn into combos if Carmine decides that he wants to test something else.

Akatsuki still basically negates his reversals when he utilizes 214b on Carmine's wakeup, a thing that has carried over from EL. Force Function, though it does not delete 6b anymore still serves as a good answer to various setups and he cannot generally be fuzzied on defense. 

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My Thoughts on Akatsuki: How I feel playing MUs
(Link to Old is here)


I'm kind of burning out here, so this section will be fun, quick and dirty. 

-> Angry Face: All these characters are constantly either fucking pressing buttons into your dashup, are half the screen away from you or are playing the "I'm not touching you :)" game when your back is in the corner with there being little you can do to deal with it. They have good ways around my fireballs or basically touch me and I'm highly likely to lose the game. 

-> Slight Frown: These characters roughly play the same range as me, but they have good abilities to shift their movement either with backstep, air movement or another particular movement vector. Because the effective range is similar and they have longer reach on average, it's a chore getting them to sit still and respect my offense.

-> Neutral Face: These characters are characters where the pace of the set is really slow. I think that I have solid answers for the first 3 and the MU flow feels relatively solved for now, but obviously it's not so easy that just because I understand, it means that I win. I actually currently feel like I'm close to solving how vs Vatista is supposed to be played, but it's nebulous still. Don't ask me about it yet.

-> Smiley: These matchups are rich in interaction and by that I mean, I get to do my dumb shit within reason. These are nice and comfortable matchups where I generally understand how they're supposed to work. Hilda and Phonon are more touch-and-go than the others, by nature of polarization for Hilda and slightly because of the similarity Phonon has to Slight Frown characters. Luckily, Phonon's fireballs are nice parries and she explodes for doing some canned options.

-> Aggressive Smiley: I have a nice time just moving these characters to the corner and making sure they explode like Patrick did when he got lasso'd by Sandy in that Texas episode. I feel like I really understand how Chaos wants to play Akatsuki and it's an extremely fun matchup. Gordeau suffers against Akatsuki and I'm glad. Perish.


Reflection - Personal 2020 UNI Review

It's been over a year since my last blog post...

But, I hope that you all forgive me for not writing as much here this year. With COVID affecting everyone in various ways and the uptick that came towards the end of my time at Ohio State University, I ended up being way too busy...

That being said. Now that I've graduated from OSU successfully and have taken a break from work, I have some space to write. I'll go straight into the next part without much delay.

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~ Competing in 2020 ~
Offline Major

It probably works out quite well that this post comes out after the previous year's reflection, because I can talk about my mindset at the start of the year. At the end of last year, I was feeling very content with where I was skill wise compared to the rest of the country and among my Akatsuki peer group. I didn't feel like I needed to prove anything and honestly speaking, I was pretty hesitant on leaving my side of the region to continue to compete in the last few months of UNIST.

With that being said, I found out that the latest demo for UNICLR was due to be shown off at Frosty Faustings and I thought to myself that I should go. I had some money in excess, I told myself that I wouldn't take things super seriously and I scrambled last minute to make arrangements for where I would end up staying at the event. For those who may or may not know me, especially the last bit is extremely out of character for me, lol.

I also decided to do my best jasepi impression and entered the event with a joke name: SUGOI | perc nowitski. It's a name I still think is funny and I did go out of my way to tweet out that this is what I was going to enter as, but it ended up backfiring for me because I still went unseeded. This was going to end up backfiring on me pretty badly LOL.

So this is the backdrop to me going to Frosty Faustings. I got there on Friday with all my stuff, trying to find the people that I ended up rooming with. Unluckily for me, the hotel that the event was actually being hosted at was not the hotel that I would be staying at, so I ended up carrying around all of my shit for basically the entire day. If I recall correctly, I did end up taking my stuff over late in the afternoon before pools were supposed to begin.

With all this involved, my trip through pools was a very short one. I played and defeated a Byakuya player named Reyban, who told me that a discussion we had at CEOtaku (2017?) was one that helped him continue his interest in UNI. Even though the set was 2-0, it was a very close set. I lead Orie because I felt more comfortable with playing the neutral in that MU at the time.

The next round, I played dmcAxle, an Eltnum player from Canada that I would come to know a little better over the course of the year. I don't actually remember too many details about this set, except that I feel like I went up 1-0 and gradually felt the set slipping away from me until I lost, lol. Axle is really strong and Eltnum is a character I struggle with, so even though I was disappointed that I lost, I tried to focus on losers.

Ryan Hunter had also been upset by Frankentank's Wald in the Winner's Side of the bracket, setting me up for a matchup I had been dreading a lot. Ryan is an extremely strong Yuzuriha in my mind and I remember that our games had split when we played at Climax of Night [re:run]. Given the circumstances, I did not want to play him at all, but alas...

I didn't really get to play him, because I was kept out and dispatched in 4 straight rounds to be eliminated by his Yuzuriha. Out at 65th place... I'm actually still a bit sour about it now, but what is done is done. I know not to play around with entry next time.

Aside from that, I had a lot of fun messing around with the demo there, talking to my peers and such. I had a really fun time playing casuals when I decided to and in watching everyone play in their various games. 

That basically wraps up the majors section of the year.

~ Competing in 2020 ~
Offline Local

As far as local events, I continued to compete in the Burst and Brews locals as well as choosing to travel up to the Equalizer events in Toledo. From UNIST through to UNICLR, I continued a small streak of 1st places through tough competition. That ended up feeling pretty good, I suppose.

More importantly, I have to admit that I'm hoping that there is still some interest from the local scene in UNICLR when it's safer to host and run events again. Nearing of the start of the pandemic, the event that I ran: "Trying to Learn? The Answer is [cl-r]" ended up relatively small, though it was enjoyable. Makai World Cup 2020, which I was working on UNIclr for was also cancelled. 

The main TO for our Burst and Brews local stepped down prior to the swing of the pandemic and we lost the venue that I ran Trying to Learn at. I'm not sure if we still have our Donatos local venue, so the state of Columbus UNI is one that I'm actually pretty worried about. I'm sincerely hoping that we'll have accessible venues in the future and that we'll get a strong, feature rich update to UNICLR that will encourage players to want to pick up the game again. I think that this current version of UNI is very good and that we have the potential to come out as a community strongly again.

~ Competing in 2020 ~
Online

 As far as competing online goes, I'll be speaking the least about this section, I guess...

I entered a fair amount of the Lunar Phase Online events as they ran in the summer, generally finishing in the top 8 or better. I also competed in one of the Low Kick Esports Midwest UNI events and placed 2nd to Duesta. I entered Quarterly Rapport and I got 2nd to Garmfield there as well. I also entered two teams tournaments (Stand Tech Accidental Desperate Struggle 1 and 2) which were both won by my respective partners and I; BloomingLotus (formerly Royal Heart) and StarxUnderscore. I played in an exhibition with Darkhero and Big Black that I won few games in...

Finally, I placed 3rd in ESL's November UNI Monthly final on PSN, losing to Big Black and nyczbrandon.

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To end off this reflection, I'll mention some of the things I ended up doing without directly competing in events.

- Early in February, I showed up in Hold Back to Block's Documentary on UNI:

- In April, I updated my combo document and uploaded a video component for it:


- In May, I began commentating online events alongside Gosuda, my usual commentating partner. We've commentated Southeast events, Low Kick Esports events in the Midwest and Lunar Phase Online events in the East Coast.

- In June, I worked with Frosty, Redblade and Chickzama to produce an online UNICLR Exhibition for the Color of Change.

- In August, I worked closely with Redblade on gathering talent, organizational duties and collaboration with the Japanese scene for his Rebirth of Division exhibition series. I also commentated the Southeast and Southwest portions alongside DrunkSuikaIbuki! 

- In September, I created my own advanced trials for Akatsuki for interested players to attempt and then followed up with the last 7 in October.



And last but not least, I have a certain project that I'm hoping to push out by the end of the year, so please look forward to it!

All-in-all, even with the pandemic changing the dynamic of how I interact with the community, it feels like I was able to accomplish quite a bit. I'm looking forward to conditions improving in the next year, so I can go back at it harder than ever. Thank you for reading!