Akatsuki blitzkampf ausf achse pc download
Q1 What kind of fighting game is Akatsuki Blitzkampf Ausf. A1 An extremely simple one, that takes both from classic 2D fighting games and modern ones. A2 Since it was aimed at simplicity as well as stressing deep mindgame, I think it's potentially suitable to be played by everyone - from beginners to experts, from students to businessmen.
Q3 In game's title, what does "Ausf. Achse" mean? If joined together, in the context of the game it would mean "Axle Type", you can think of it as "A-class".
It's somewhat the same as "alpha-bravo-charlie" within the radio alphabet. Needless to say, that in the beginning it was chosen because of single-character "A" and "AC" arcade versions are denoted with. A4 It's centered around the secret "Blitz Engine" weapon, brought forth when an inexhaustible supply of electrical energy had been developed during WW2, and the battle of those connected with it in the past and modern agents after the technology.
Q5 Are there any recommended characters? A5 First of all, it becomes important to choose a character, as in this game each one was created with strong individuality. But when it comes for recommendations for everyone, then of course it would be Akatsuki, the protagonist.
Because he can deal with every situation and is an overall standard character, I think it's ok to get the general idea of the game by playing him. I also recommended him, as a rather combo-friendly character, to those seeking fun.
Another choice would be, for example, Fritz. Select the Arcade button names checkbox to show the arcade button mapping. Inputs recognized as buttons can be assigned on the left hand side of the screen while inputs recognized as Axes are mapped on the right hand side.
Akatsuki Blitzkampf only uses buttons 1 A , 2 B , and 3 C since it's a three button game, so you only need to map those to their desired location.
The layout is effectively the same as in the pc game. It requires some more setup but you may find other players on it when you can't find any on fightcade, or you simply might prefer it if fightcade doesn't function well for you. It requires a VPN server i. Radmin or Hamachi but besides that it is relatively easy to use. Note, the netplay on BEAR is generally considered worse than on fightcade and has fewer features. In here there's a link to a download with everything you need to setup BEAR.
After downloading this file, follow the instructions below. Install Radmin. Select the NullDC server. Akatsuki has a nice variety of moves which can be used for anti-air. However, due to the simplistic parrying system in the game, it isn't always wise to attempt an anti-air because not all of his anti-air options are parry-proof. This section lists his anti-airs and specific situations in which they may be used.
As usual, mixing them up will yield better results. The following can be used in situations in which the opponent jumps at you but none of the above will hit them reliably:. Once Akatsuki gets a knockdown, he can continue to pressure his opponents as they are standing up. Alternatively, after a knockdown you can attempt this early and whiff it on purpose and as a result you can bait any wakeup attacks and block them in time.
You can also use a meaty 2B after a whiffed 6B which must be blocked low and turn it into a combo which will also result in another knockdown or a tech punish.
If the 6B gets blocked, you are relatively safe from punishment. Crossups Akatsuki's j. B is a great crossup. When done correctly, the opponent must block in the opposite direction from which they are facing because he is no longer in front of them when the j.
B connects. Because of the position and timing, it can be a difficult attack to parry consistently. If you can aim your jump in such a way that you are at the very top of the opponent's hitbox, you can confuse the opponent into thinking whether or not the j.
B will cross them up. When the j. B does hit crossup or not , you can turn it into a damaging combo. Guard Break Also worth mentioning is Akatsuki's amazing guard damage, especially in the corner. Whenever you're not outright opening your opponent up, you will at least be close to breaking his guard, unless he's parrying.
A good use of meter for when you really need the pressure. Tick Throw Setups Tick throws will normally come off blocked attacks. But most of these will also work in the case that the initial attack hits the opponent and they don't poke out in time. Want to be an editor?
Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. Akatsuki's official profile image. Akatsuki's pre-made colors. Akatsuki hops forward while performing a slower version of his j. Since this move is an overhead, it is one of Akatsuki's greatest assets to his high-low game since it can either be chained from most of his ground normals or as a standalone attack.
If the attack hits, Akatsuki can go straight into a combo by linking a 2A or 5C c much harder into a launcher for solid damage. Although it is safe on block, this move does carry some risk because it has no lower body invulnerability and he can be thrown out of it if spaced poorly. This is probably the meat of Akatsuki's combos as it allows him to perform all sorts of damaging juggles either midscreen or close to the corner.
Depending on how many hits preceded it, he can perform various combos that can send the opponent from halfscreen point into the corner with ease.
Performing it in a corner combo can lead to the damaging loop. Unlike its UNIB version, it cannot be cancelled regardless of the opponent's state and if the opponent blocks it at close range, Akatsuki is wide open to punishment. As a result, this move is best utilized in combos. A version is the slowest. B version is 1. C version is twice as fast as A. Knocks down, allowing for safe approach - given the opponent doesn't Reflect it. Akatsuki fires 4 C fireballs that knock down the opponent. Fairly easy to reflect, use with caution.
Its primary use is for ending combos but it may come in handy for the occasional projectile war. A version is a single 8C -like hit. Safe on block, though somewhat short on reach. Can be used as a juggle combo tool. Read more in the combo section. B version hits twice nj. C followed by nj. Knocks up the opponent. You can juggle after it with 2A and combo after wards, though it's a tight link.
C version hits thrice, B version ending with a j. C and slams the opponent into the ground. The third hit is an overhead, and it's great for catching crouchers. Akatsuki repeats his A Tekkoukyaku 6 times, and finishes off with a B Tekkoukyaku. Good damage. Can be comboed off of just about every cancellable ground normal that he has. It's not particularly useful in juggles because depending on how many hits you use before it, a lot of the hits will miss and you won't get a lot of damage out of it.
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