Summary
Murakumo is the final boss of the fighting game "Akatsuki Blitzkampf". At the time of the previous War, he was a military officer, stationed in Germany, who planned actions for an inspection group on military affairs, dispatched here. During this position, he got in touch with a religious society called Perfecti Kyoudan, and had established the Military Technique Research facility, nicknamed "Gessellschaft". Towards the end of the War, news from Berlin are interrupted.
Powers and Stats
Tier: 8-C
Name: Murakumo, Akatsuki-Zero
Origin: Akatsuki Blitzkampf
Gender: Male
Age: Over 50 years old (Has existed during the Past War)
Classification: Leader of Gessellschaft
Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Expert Swordsmanship, Acrobatics (Can double jump), Possession and Immortality (Type 6; His sould persists after death and can inhabit new bodies), Electricity Manipulation, Magnetism Manipulation (Blitz Engine is capable of emitting electromagnetic pulses), Technology Manipulation (Blitz Engine is capable of shutting down any technologies), Life Manipulation (Blitz Engine turns life energy to electricity), Illusion Creation (Capable of creating tangible and intangible illusions of himself to strike or fake out the opponent), Explosion Manipulation (Capable of creating explosions with Denkou Jirai), Aura (Capable of creating electrical aura with Hakkou Jirou), Forcefield Creation (Can temporarily produce a small, circular forcefield to block oncoming attacks), Shockwave Generation and Healing (via Kanzen Sekai, which launches the opponent away as a "burst" and causes the user to regain health for a short period of time, alongside granting access to a Kanzen Shinsatsu super), further Magnetism Manipulation and Technology Manipulation via Preparation (Used Gessellschaft's resources to created technology capable of emitting producing electromagnetic pulseas to shut down all other technology across Earth)
Attack Potency: At least Small Building level, likely higher (Wields a Blitzmotor superior to Akatsuki's)
Speed: Subsonic physically (Capable of blocking Akatsuki's electricity even in point blank). Speed of Light Attack Speed with some of his tech (Has a tech that is based off of light technology)
Lifting Strength: At least Class 25 (Comparable to Kanae in strength)
Striking Strength: At least Small Building level (Comparable to Akatsuki)
Durability: At least Small Building level (Took hits from Akatsuki)
Stamina: Very High (Age has not once affected his fighting ability)
Range: Standard Melee Range. Extended melee range with his katana. At least Several Meters with electrical attacks and teleportation. Planetary with some of his tech (Was able to shut down any technology on Earth and easily aim at the satellites in the orbit)
Standard Equipment: His Blitzmotor, Katana, Landmines
Intelligence: Gifted (Expert fighter and skilled leader, leading a fascist party all by his own)
Weaknesses: Modern Blitzmotor models produces electricity from metabolic energy much more intensively, leading to being much more powerful but less sustainable than prototypes. This has resulted in the death of Alder and Electrosoldat by exhaustion in their respective arcade endings, and is ultimately the reason why Akatsuki managed to beat Murakumo in their duel.
Notable Attacks/Techniques:
- Denkou Giman: Murakumo projects two illusions of himself, one performing a jumping kick that hits high and one performing a sliding kick hits low. Only one is actually tangible at a time, but the opponent is forced to block correctly in order to not get hit. Murakumo could also produce both illusions as intangible as a means of faking the opponent out.
- Denkou Meisai: Murakumo, while airborne, teleports a short distance away to a point in the air or on the ground.
- Ningen Hakubou: A follow-up to Denkou Meisai where Murakumo performs a rising kick.
- Denkoudan: Murakumo fires out a green-black orb of electricity that either follows a straight path, a downward parabolic arc, or an upwards parabolic arc. The enhanced version lets him produce all three versions of the projectile at once.
- Tekkouzan: Murakumo quickly unsheaths his sword and performs a large upwards slash. Functions well as an anti-air.
- Denkou Jirai: Murakumo places down an electrified proximity mine that will either disappear after a set period of time, or be detonated manually or when someone steps on it, exploding as a pillar of energy. The enhanced version lets him place a compact set of four mines down.
- Hakkou Ichiu: Murakumo envelops himself in a damaging electric aura. Should the opponent be struck by this aura, he will follow the attack up with an upwards launching sword slash. Afterwards, he will jump high up to pursue them upwards with teleporting sword strikes before impaling them with his sword as they come crashing back down.
- Kiku Ichimonji: Murakumo's Kanzen Shinsatsu super, where he unsheathes his blade and rushes past the opponent at a blinding speed while delivering a horizontal slash, dealing heavy damage and causing the opponent to collapse as he resheaths the sword.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches:
Discussions
Discussion threads involving Murakumo (Akatsuki Blitzkampf) |