Focus Whiff Punish Combos, Basic Footsies
Note that UNIST does not save bots separately and it does not save them between uses of the game, you must re-input a bot whenever you restart the game, so we have used much simpler inputs that can be used across multiple characters (it keeps the inputs when switching characters).
The intention of AkatsukiBot is to give newer players from more "Street Fighter-like" games or 3D fighting games, a way to refine their skills from those types of game through teaching them the basic understanding of how to approach and open up defensively minded characters in UNIST.
When input correctly, Akatsuki should be fairly hard to get in on when approaching from the ground, allowing you to get a good understanding of your ranges on the ground for your combos and pressure options. It therefore is a good bot to help teach you what combos to do at what range, as well as getting used to the basics of footsies and projectiles.
Wagner is a good character for inputing the Wagner-Type bot for training characters such as Seth, Akatsuki, and Orie as well as Wagner herself, as the way her moves work make things a little more obvious to tell when the inputs were put in correctly. On a good day Akatsuki will throw more projectiles than backdashes on average. On a sub-optimal day the reverse is true and he will nearly never use his advancing kick (Armor Pierce Kick).
Settings for 1P are VIT Gauge - Varies (see Goals section below), EXS Gauge - Recommended 100% but can set to other values depending on training desire and desired difficulty level.
Settings for 2P are VIT Gauge - "100%", EXS Gauge - 200%
Universal settings: EXS Gauge Default (it does not increase automatically), GRD Gauge - "Default", Health Recovery - "Auto Recovery Off".
Completing each action gives 1 point. Whenever your opponent is defeated, check your health rating, and set your Health to approximately that value for the next round, and continue your count. Try to get to 10 points without being defeated (if you are, reset your health to 100% and restart your count).
- A - Optimal/full punish on his 'uppercut' Invincible Reversal (Human Cannon)
- B - Whiff punish one of his extended normals (usually a kick) with a normal (usually A or B normal) and confirm into a combo.
- C - Punish his projectile attack (Blitz Shot) from very close range with a normal (usually an A normal) and confirm into a combo
- D - Block and punish his advancing kick move (Armor Pierce Kick) - note that conventionally, this move can only be punished on block if it is shielded, or is the C version
- Easy - Points given for ABCD
- Medium - Points given for BCD
- Hard - Points given for B and D only
- Extreme - Points given for B and C only
Special UNISTBot Input Instruction Notes
UNIST starts recordings using the X button/Confirm button on controllers. It begins the recording instantly. However, it will also accept the input that is bound to this button in the Controller Configuration as the first part of the recorded input, if you hold down the button when you start the recording. It also gives you just enough time to hold a direction as well. Use this method to record the inputs. For example, Action #5, change your X/Confirm button to A+B in the Controller Settings, and you should be able to get it to accept 6A+B as soon as possible.
Record from close.
4A, 5B, 2C, 5C (can hold this C) end recording during the 5C animation.
Should be able to do a full combo from up close.
1B+C (hold until end), hidden , end recording instantly
If this is done correctly when played into itself it should mainly back jump and perform B+C. When combined with Action #2 Akatsuki should be able to do the force function (B+C) and should not be able to do most of his special moves if only Action #1 and #2 are input so far. It is a very quick input, but one still needs to really make the effort to hold B+C almost the entire time. It is NOT necessary to hold it to the final moment, so those using pad can still end the recording with the Options button or similar, normally. Just hold the initial button as long as you can.
623(6B) hidden , end recording immediately
If done correctly, you should have ended the recording long before the move finished animating. To check this input set it to random play. With Action #1 and #2 active along with this one, you should see both back dash and the strike occuring in neutral occasionally, at different times (this, like all inputs for this bot, is easier to check by inputting it as Wagner). The faster you can input the 623(6B) after starting the recording, the less the bot will use 'uppercut' style moves when using one of the other characters, in standard play, making it less 'spammy'. The final 6 is required to get extra Blitz Shot inputs if using AkatsukiBot. Make sure it does an uppercut style move if you intend to train with any bot other than AkatsukiBot.
6A+D hidden  end recording instantly
To test this fully, first play it into itself. If you do it correctly, Akatsuki should not leave the ground during the recording phase. However, once in the replay phase, most attempts at this should be able to occasionally jump. If it lacks the jump it was done too fast. To check it further, activate Actions #1-3 along with it, and now you should be able to occasionally see 214A type special attacks occurring occasionally when this Action chains into Action #1. It should also be able to do 236A type special attacks when Action #2 chains into this Action.
6A+B 2A+D 22 end recording instantly
This is the Character type specific input, this one is known as the 'Wagner' type input. To check if this recording was done correctly replay it by itself on Wagner or any character with a 22A/B move and make sure it is able to do that move. It generally will not do the forward dash if done correctly. The 2A+D, if correct, should never result in a throw.
Still in progress.