The 82 Killing Arts Of Akatsuki
The young doctor yawned deeply, outstretched in her chair, eyes going blank observing the dull brilliance of the green text layed out upon the computer monitor’s surface. The code scrolling across it wasn’t telling her anything new or interesting that she couldn’t already guess. Reactionary, calculated clicks sent file after file blazing across the system, yet she seemed intensely bored. She was thinking about the “pinhead” ideal, the ability to hit the head of a pin 100 percent of the time, and how little it applied in this situation. As brilliant as she was, she just wasn’t finding out what she really wanted to know from the gargantuan mass of electronic data in front of her.
“Who are you? Who are you really, young man?”
“…and why does he still look the same even though he’s been stuck in the Arctic for over 50 years, yadda yadda yadda. That’s what you’re wondering, right?”
The doctor didn’t even look; she already knew her supervisor was standing behind her.
“When did you get here?”
“Look, as smart as you are, I know how you really think. You’re a hacker at heart, sweetie. If we hadn’t have taken you in when we did, you’d have been sent up for the works. Infiltrating top secret information databases, illegal data manipulation, virus planting and implementation with malicious intent…should I keep going, miss genius?”
“Oh my god. I think I found it.”
The clicks of her hands came to a dead stop.
“Found what?”
“Look at this. This is amazing. This is information so encoded that it has to be from them. This was written by someone deep inside the Gessellschaft network, years ago.”
“What is it?”
“I’m not sure but…I think it’s instructions. A mission of some sorts.”
“A mission for this kid? Instructions? Instructions to do what?”
“We won’t know unless we reactivate him. But…that’s too dangerous. His Blitz engine could overload, we don’t know how long that thing’s been inactive~”
“Do it.”
“…what!?”
She almost had a heart attack, her blood rushed up to her face so fast, as she whirled around in her swivel with the look of an insane woman.
“Has the committee completely lost it? Do they know what this will mean?”
“I said do it. This is a direct order from the top. This is why you’re here, this is why I’m here, and this will happen.”
“…”
Fingers clicked over tabs.
Dull, thick wires hummed to life. Neuralchips clicked into place.
Artificial flesh recoils from intense shock.
“…Look at this. He’s downloading it.”
sys.cryogen replenish
entryplug okay
1st connection okay
main power supply circuits online
2nd connection okay
internal recombinant oxygen supply init
a10-nerve operational
fundamental language op.sys active
language: Japanese / Nihonjin
mutual neuromind synchro 100%
harmonic rate 41%- normal / rising
physical containment locks disengaged
safety control restrictions disengaged
int / ext power supply all green
unit “blitzkampf”: MISSION STATUS?
op. 82killingarts.rtf:
- throw into the corner, walk up 2a whiff, overhead
- whiff normal from just outside range, reflector, 2B 6C or super
- blocked 2A,2A dash up throw
- meaty blocked 2A in corner, close 5C,6C, loop
- meaty blocked 2A whiff 5A. 2B
- far fireball dash up 2B
- jump over them on wakeup, 2C
- fireball against jumper, 2C tripguard
- blocked 6B overhead, backdash, 6C their whiff
- blocked 2A 5B, 2A counterpoke
- throw escape, far B xx ABC
- 2C knockdown, dash, whiff overhead, backdash wakeup attempt, far B xx ABC
- far B, 214A, 2C counter sweep, dash up throw their tech
- 2C knockdown, whiff overhead, reflector wakeup, 22C xx super
- blocked close 5C, 214A, DP counter
- 2A, walk forward 2A, 2B 6C into air combo or 2B xx super
- crossup B, 2A, walk up throw
- crossup B, 2A, wait, 2B counterpoke into whatever
- 2A 2A, overhead, if no confirm, 2C for knockdown
- far B, dash up 2B into whatever
- empty jump in on their wakeup ( timed landing to avoid instant wakeup attempts ), 5B 6C
- throw into corner gets teched, whiff 5B, throw or jump above them 2C
- 2A, stand, again 2A, 2C knockdown, fireball 214A ( -2 on block, so guard or backdash )
- on your wakeup, 2A ( if nothing better, +1 on block , cr.B is -3 on hit, don’t do it on wakeup )
- latest possible crossup meaty j.B, reaction 22+A xx super?
- in corner, meaty blocked 5C, overhead into whatever
- start of the round - far B, 6C counterpoke to launch into aircombo, end with 214C to get them close to the corner
- 236A, 214A zoning tools
- 214A, 22A their wakeup, 236 B+C if blocked ( you lose meter but you’re somewhat safe +0 frames on block, probably best
to backdash after )
- 2B, then watch the reaction - a lot of specials can be punished with 214C as it is 11f.
- close 5C, 214A, walk up throw or DP
- crossup B, cr.B, 214A, step forward 2C
- throw into the corner, backdash 2B, j.a,b, land throw
- 2A 5B, pause, far B, ABC
35: 2B 214A 2b walk in throw
36: 2A 2B reflector
- 2A 2B, wait, 6C
- 2B 214A,far B 214A
- ex fireball their wakeup ( +0 on block, ), 22B reaction or throw
- light fireball their wakeup, walk in close C, 6C, loop
- anti air j.a, j.b, land 2B 6C/super/214C
- far B dash in 5c 6c
- 2a 5b 214a, far B 6C
- 2a 2b overhead wait, reflector, followup
- 2c knockdown, dashup, close 5C
- j.b crossup, reflector, light fireball,
- j.a, air reflector ( hey it works sometimes )
- throw gets teched, whiff 2a, 22a xx super
- 2a 2b xx ex fireball blocked ( +0f dead even ) , 6C or DP or 2C to knock down
- 2b 5b 214A 5b - opponent jumps- 22C xx ex fireball or just ex fireball into backdash to remain safe
- crossup j.b, 2AA 2B, pause, 5B, 214A
- j.c close C 6C, j.a, j.b 214C 2 hits, super, backdash and wait for a tech, 6C
- walk up throw, throw is teched, crossup j.b 2b 214a throw
- j.a into neutral j.c beats attempts to jump out of the corner, juggle followup
- blocked anti air j.a j.b landing throw
- 1/4th screen knockdown, j.a j.c on wakeup ( if air c connects it will wallslam )
- 2c knockdown, 214a whiff on wake, throw or meaty 2b xx 22c xx super
- throw, throw unteched, dash, 214a, throw
- throw, throw unteched, buffer dash hop over downed opponent
- throw, 6C to get close, immediate j.c if you think they’ll jump away, will net a wallslam
- anti air 5b, 236B
- anti air j.a, airthrow
- opponent in corner farb xx 236a frametrap, 22b if they jump
- on hit when properly spaced a 236a will combo to 236b+c, use this in conjunction with far b
- overhead on hit, walk up throw
- overhead on hit, walk up throw, while throw is tech rolled do insta jump 2C whiff, land and throw or 22B
- 236A their wakeup, pause, 6C ( best when spaced with them in corner )
- meaty corner 2Ax4 5B 214A throw
- 2C knockdown, dash up whiff 5A meaty 5C 6C
- can do j.A, j.A, late LATE cancel to 2C or j.A, pause, deep deep j.B j.2C
- when anti air 5A is blocked in the air 2C low sweep guard breaks / becomes unblockable and knocks down (??? needs more testing )
- anti air fireball to 6C
- spaced anti air 5B 214A whiff throw
- deep j.C 2C, 2B 214A for positioning
- close C, pause, far b 6C
- 5a 5a, step forward, close C 6C
- reflector attack, ABC, 214C to hop over downed opp
- opp cornered, j.B 2A 5AA (all blocked) j.2C their reversal attempt
- opp blocks wakeup 236a crouched, overhead ( or 214C - third hit is an overhead but they probably know that )
- 2A 5BB 214A, reflector
- their wakeup, low j.2C, reflector or throw, or block antiair attempt and punish
- knockdown 22a whiff, 2a whiff 22a wakeup attempt
Ice cracked and splintered, fracturing into chunks as bursts of steam chewed their way through. Muscles having laid dormant for ages whirred to life driven by unseen force. The two assistants stood mouth agape as the android channeled his body to a standing position, a fiery, intelligent gaze arising from an otherwise cold and calculating frame.
“Ninmu…kanryou! Ore wa RAIJIN!”