Akatsuki Gundam

Model Number: ORB-01 Pilot: Mu La Flaga
Cost: 2500 Hp: 650 Transform:Form Change: O

A Gundam designed by Orb, the Akatsuki Gundam signature feature is its Yata-no-Kagami gold-plated armor that allows it to reflect beams fired at it. It also comes with two separate backpacks: the Oowashi Sky Pack for atmospheric combat, and the Shiranui Space Pack for zero-gravity combat.

Shiranui Space Pack Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam Rifle 7 70 Shares ammo with Oowashi
Charged Main Beam Rifle (High output) 100 Has shooting guard
Melee Dragoon (Standby/

Deploy

14 26 5B: Deploys at current position, delayed attack
*B: Sends Dragoons out to attack 
Charged melee Murasame  Assist (Beam Volley/Tackle) 40~128 Beam Rifle volley
10~98 Tackle, delayed attack
Sub Dragoon Barrier 100 Blocks ranged projectiles. Can send to ally
Special Shooting Form Change 5AC: Swap to Oowashi
Dragoon Salvo 1 30~162 (19~109) 2AC: Wide gerobi. Damage in brackets is damage from the Dragoon beams
Special Melee Yata no Kagami Reflects beam projectiles
Burst Attack “The man who makes the impossible possible!” 301(F), 301(E), 291(S) Melee combo
Melee Input DMG Notes
8AC 8AC 94 Change to Oowashi while performing a forward stab

Cancel Routes:

A: AB, B, any AC, BC

CSA: any AC

B: any AC, BC

CSB: B, any AC

8AC: A

Oowashi Sky Pack Ability Summary

Ranged Armament Ammo DMG Notes
Main Beam rifle 7 70 Shares ammo with Shiranui
Charged Main Full Salvo 120 Thick projectile
Sub Vulcan 60 10~132 Physical projectile
Special Shooting Form Change 1 5AC: Swap to Shiranui
Dragoon Salvo 30~162 (19~109) 2AC: Swaps to Shiranui and fires a Dragoon Salvo
Special Melee Yata no Kagami Reflects beam projectiles
Burst Attack “The man who makes the impossible possible!” 301(F), 301(E), 291(S) Melee combo
Melee Input DMG Notes
5B 5BBB 160 Low damage
5B(B)~2BBB 254 High damage derivative
8B 8B 80 Cancel into Main for freefall
4/6B 4/6BBB 167 Main melee
4/6B(B)~2BBB 250 High damage derivative
2B 2B 80 Pyonkaku
CC8B CC8B 181 Untechable down
8AC 8AC 94 Forced down

Cancel Routes:

A: any AC, BC, 2B

CSA: any AC,

B: any AC

8B (on hit): A

8AC (on hit): A

AC: Shiranui’s AB

Overview

Akastuki is a form change unit that has all-range attacks in one form, and mobility with good melee damage in another. It also has its signature Yata no Kagami which reflects most beam attacks as its BC command. 

In Shiranui, it’s a mid-range unit with Dragoons, CSB unlimited assists, and a longer red lock range. The assists are somewhat decent enough, and you can disturb your opponent with the Dragoons. However, it has low mobility and without a real melee attack, it’s quite vulnerable when an enemy closes in. The barrier is helpful in some situations, but also limits your offensive options. In Oowashi, you gain better mobility and a good side melee but that’s about it. You’ll need to go on the offensive with Oowashi or risk being totally ignored. The wide gerobi that is accessible in both forms is easy to land, but does little other than knocking the opponent down. The limitations of both forms will require a lot of effort to make Akatsuki work. 

Shiranui Pack Ability Details

Ranged Weapons

Main: Beam Rifle

Exactly the same as A in Shiranui.

Standard BR but with the damage and ammo pool of a 2000 cost unit. Shared ammo for both forms, take care not to use this up too quickly. Use CSA and CSB to lighten the load of the ammo count. 

Charge Main: Beam Rifle (High output)

Fast projectile that downs, has shield property. If you get hit by anything, you’ll go into Guard animation automatically. Very uncommon for a CSA to not cause a forced down immediately. You can even guard a melee attack while firing a beam, but the timing to do so is very strict..

Melee: Dragoon (Standby/Deploy)

Has lower performance than many other all-range attacks, so don’t rely on just this attack. Also during AB you can only send out 1 Dragoon.

-5B Standby: Places a Dragoon at Akatsuki’s current position. Automatically fires after 3 seconds or will fire when Akatsuki fires Main. These Dragoons can fire in 360 degrees. However *B is superior in many aspects so it’s safe to not use this move at all.

-*B Deploy: Sends out a Dragoon to your target which then fires from the direction you input. Nothing special about this all-range attack. 

Shares the same set of Dragoons at AB and 2AC.

Charged Melee: Murasame Assist (Beam Volley/Tackle)

1.5-second charge time. Summons Mursames to attack. Cannot charge while one set of assists is out. Due to the B button being a ranged attack (deploy Dragoon), you can’t even side step out of the animation. Be careful when you start holding B to charge and end up releasing lots of Dragoons. Although that’s not necessarily a bad thing, do keep a lookout for incoming attacks. 

-5CSB Beam Volley: Each Murasame fires 2 BR with average muzzle and tracking. You’ll have more luck with *CSB. Compared to *CSB, these 2 Murasames disappear very quickly after firing allowing you to charge CSB again. Use 5CSB when you landed a Main for a full knockdown.

-*CSB: Tackle: Delayed tackle attack one after another. These have good tracking, but have maximum travel range of your red lock. The 2nd Tackle will hit enemies who are not paying attention. Use this along with Dragoons for lots of projectiles. The Murasames disappear once they finish the tackle animation, but if they miss they take a bit long to disappear, increasing the downtime for this attack. 

Sub: Dragoon Barrier

Uses 6 Dragoons to deploy a barrier on yourself or your ally. Input directional when pressing AB to deploy them to your ally. The 6 Dragoons used to form the barrier will fly to whoever it’s deployed to, and the last Dragoon will be force recalled to Akatsuki. Ammo for the barrier goes down over time and when it gets hit. However the duration for the barrier is slightly longer than similar moves, but this also reduces your offensive power due to the reduction of usable Dragoons. The barrier is also cancelled when you change to Oowashi pack. If the barrier is on Akatsuki and you use BC to try and reflect an incoming beam attack, the barrier will take priority and block the hit first. You can also freefall while the barrier is up with a turnaround main ~ AB (recall barrier). 

Akatsuki becomes terribly vulnerable if deploying this barrier on your ally. 2AC becomes very narrow, only 1 Dragoon attacking, and if you want to use 8AC to attack melee enemies the barrier will be cancelled. Take extra care when deploying the barrier to your ally. If you want to deploy it on yourself as a form of defence, it’s better to swap to Oowashi for mobility instead. 

Shares the same set of Dragoons as B and 2AC. Takes 23 seconds to reload after a cooldown time of 10 seconds. Is active for a maximum of 10 seconds.

Special Shooting: Form Change

Form change to Oowashi. Can cancel to Oowashi’s other melee attacks after transforming. 

Down Special Shooting: Dragoon Salvo

Fires gerobi from the Rifle and Dragoons. Only Dragoons attached to Akatsuki will be used for the attack, which will result in a weirdly shaped gerobi. The beam from the rifle and Dragoon deal different damage, with the rifle dealing significantly more damage. The start up is rather slow but if you have all Dragoons with you, the area it covers is very wide and can hit enemies far away. Due to the placement of the Dragoons, this attack will miss often when firing at targets on a lower elevation than you. 

While it’s easy to land hits with this, it’s only good for the knockdown due to the low damage. It can still be used as self defence due to the wide coverage, so do not needlessly waste it . It’s also useful in interrupting an enemy’s melee attacks as the beams from the Dragoons will hit even if they side step in between the melee attacks.

Shares the same set of Dragoons as AB and B. Takes 14 seconds to reload.

Special Melee: Yata no Kagami

Akatsuki stands still and starts shining which will reflect all beam attacks. Consumes boost during the duration of the animation. The reflected attacks will fly towards whoever you’re locked onto. For attacks that have tracking like beam rifle shots, they will fly towards your target with tracking. However don’t expect it to hit that easily as no muzzle correction is applied to the attacks. The reflection works better for beams that have high projectile speed like Dynames/Cherudim snipes or Red Frame Kai’s AB. You can also reflect gerobis, but the reflected gerobi will down your target in 1 or 2 hits resulting in very little actual damage dealt. 

Despite being Akatsuki’s signature attack, this move will see very little play due to the limitations and how there is no cancel route into another attack other than CSA/CSB and Boost Dash. Anyone who knows the limitation will just simply close in while firing BR and melee. Minimally you can at least CSA~8AC out of the reflecting animation.

Things you can reflect at your target (non-exhaustive):

Anything that is beams (rifles, machinegun, shotguns, funnels, Dragoons, gerobis, multi-hitbox beams like Zeong main, God Slash (God Gundam) , I-Field Bunker (Gold Sumo), Snipe and Beam Ball(Cherudim ABC), V Beam (V2A), Hresvelger will bounce back in the same travel arc (Forbidden AB), Stargazer’s melee during BC power up, Psychommu Jack (Unicorn NTD BC), Build Strike CSB will be reflected and still generate explosion . All-range attacks with multiple attack angles like Nightingale AB and Hot Scramble 2AB will all be reflected towards the target. 

Things that can’t be reflected (non-exhaustive):

Crescent beam blades and Hula Hoop will fly through with no damage (X Divider BC, 007SG CSA, Nobel Main). Suasanoo AB, CSA; Eclipse 3rd form CSA; Explosion from Build Strike CSB; Beam reflected by another Akatsuki; the above will totally disappear when you try to reflect them

Things that you WILL GET HIT BY (non-exhaustive):

All physical projectiles, boomerangs, Gold Sumo 5AC, Dragon’s Dragon Fire, P-Self CSB. 

Melee Set

8AC: Transform Stab

Dashes forward with beam sabre out. Forced down on full hit. The reach is so-so but it has great priority, and also can be cancelled from BR. This can also be cancelled from any melee (except 2B), so it will become an easy freefall by cancelling in 8AC~A. Just be careful not to cancel into BR too early when the enemy hasn’t been fully downed yet. 

Burst Attack

“The man who makes the impossible possible!”

Same Burst Attack as in Oowashi. 

Dashes forward in Oowashi, executes a melee combo which launches, changes to Shiranui and finishes off with a Dragoon attack. The initial dashing animation has Yata no Kagami properties and will reflect beams as you dash forward. After the Dragoons are deployed in the final stage of the attack, Akatsuki is free to move. 

Being able to reflect during the initial dash means there’s a chance your target will get hit by the reflected beam, resulting in your Burst attack missing halfway due to the down value. The dash also has good reach but the dashing speed isn’t that fast. Very cool, and kinda similar to a certain someone. 

Oowashi Pack Ability Details

Ranged Weapons

Main: Beam Rifle

Exactly the same as A in Shiranui.

Charged main: Full Salvo

Fires BR and beam cannons together. Unlike a typical CSA attack, this projectile moves slower than usual but has a wider hitbox thus you will be able to land hits just as effectively. The start up is also faster than usual, and with the 2B pyonkaku you can fire this from above your enemy for easy hits. Use this often to conserve your Main ammo.

Sub: Vulcan

Physical projectiles, max 20 shot when held down. Great tracking and bullet speed, you can use this to get a stagger quite easily couple with the wide firing angle. You’ll have to use this regularly while in this form to deal damage effectively.

Special Shooting: Form Change

Form change to Shiranui. You can cancel to Sub directly after changing forms.

Down Special Shooting: Dragoon Salvo

Exactly the same attack as 2AC in Shiranui. Changes back to Shiranui to fire with no delay.

Special Melee: Yata no Kagami

Exactly the same attack as BC in Shiranui. Reflects beam projectiles. 

Melee Set

5BBB:Beam Saber

Orthodox 3-stage with low overall damage. Use 4/6B instead.

5B(B)~2BBB: Multi-slash

Forced PoV change, slow animation but good damage. Try to use this melee derivative whenever you land a melee hit.

8B: Kick

Freefall when cancelled into Main. Convenient move to end a combo with. Fast start up but short reach.

4/6BBB: Spinslash>Helmsplitter

The first hit has good overall performance, and should be used in rainbow wars. Despite being a 4/6B the first hit is actually a stab so it wins many other 4/6B. If you’re near a wall, opt to use the 2B derivative as the bounce from the 3rd hit won’t end up a good position for follow up. 

Your go-to melee when you’re closing into the opponent with 2B, vulcans, and CSA. As Oowashi if you don’t go on the offensive, you can be ignored altogether. Be sure to swing your 4/6B for damage.

4/6B(B)~2BBB: Multi-slash

Forced PoV change, slow animation but good damage. Try to use this melee derivative whenever you land a melee hit.

2B: Pyonkaku

Pyonkaku, slight launch on hit. Has landing property, thus you can 2B then land on the ground and sidestep to recover boost quickly. Can be cancelled from Main, and there is no unsheathe animation if you’re in green lock. Nevertheless this is a great move in close-mid range. For a 2500 suit with not much else to offer, this is your best bet. Use 2B>4/6B or 2B>Main~8AC as your regular moveset to mess up your opponents view and deal some damage. 

CC8B: Uppercut>Kick>Uppercut

Not so great start up and dash speed, making it not a great choice to use at close range. The overall damage is acceptable, but the overall animation is long and the interrupt resistance is also only average. Final hit is untechable. 

8AC: Transform Stab

Same as the 8AC in Shiranui.

Dashes forward with beam saber out. Forced down on full hit. The reach is so-so but it has great priority, and also can be cancelled from BR. This can also be cancelled from any melee (except 2B), so it will become an easy freefall by cancelling in 8AC~A. Just be careful not to cancel into BR too early when the enemy hasn’t been fully downed yet. 

 Burst Attack

“The man who makes the impossible possible!”

Dashes forward in Oowashi, executes a melee combo which launches, changes to Shiranui and finishes off with a Dragoon attack. The initial dashing animation has Yata no Kagami properties and will reflect beams as you dash forward. After the Dragoons are deployed in the final stage of the attack, Akatsuki is free to move. 

Being able to reflect during the initial dash means there’s a chance your target will get hit by the reflected beam, resulting in your Burst attack missing halfway due to the down value. The dash also has good reach but the dashing speed isn’t that fast. Very cool, and kinda similar to a certain someone. 

Recommended Combos

Shiranui

Ranged Weapons
Input DMG Notes
A~5CSB 150 Saves ammo for a down
A~2AC 134 For enemies far away
Melee
*CSB>>A>>A 143~151 End with CSA if possible

Oowashi

Ranged Weapons
Input DMG Notes
A>>A~CSA 167 Second impact
A>>5B~2BB 215 For damage
Melee
5B~2BB>5B~2BBB 275 Highest damage outside of burst
5BB~2BB>8B~A 245 Freefall after the main
4B~2BB>5B~2BBB 275 Highest damage outside of burst
4BBB~8AC 187 Downs, doesn’t cost boost
CC8BB~CSA 245 Launches while downed

Strategies


  • If playing in Team Free, Extend is better for survivability. Fighting also works if you plan to go ham in Oowashi
  • For well-practiced players, splitting up the enemy team into 1v1s while in Oowashi is a solid plan as your enemy will have to fear your 4/6B, CSA and deal with the 2B pyonkaku movement. Create situations where you have the boost advantage with 2B.
  • As Oowashi, go front to take the aggro if your high cost ally is dying too fast while dodging attacks with the 2B and staggering with AB. 
  • As Shiranui, refrain from hanging around too far back and throwing Dragoons or CSB as they are not effective at long ranges. It’s totally ok to swap to Shiranui just to use the barrier and then swap back due to the overall low firepower of Shiranui.
  • A~8AC is your friend when the enemy is too close.