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.
UNI[st] -> UNI[cl-r] Important Components (And Why It Matters!)
-> 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
-> 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.
(Link to Old is here)
My Thoughts on Akatsuki: How I feel playing MUs
(Link to Old is here)
-> 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.