Akatsuki Blitzkampf/Ausf. Achse

* Balance Gameplay Changes
	+ System:
		- Blood Hit Effect Removed and Replaced. This also affects removing the blood scene in three endings of Akatsuki, Fritz and Elektrosoldat.
		- Throws
			* When throwing an opponent who is doing a Reflector, the damage increases 1.25x. Same goes throw-based command/special/EX/Super moves, such as Kanae's.
			* If throw grab is being whiffed, it is then punishable, and counts as a counter hit, unlike in *ABK*. It will count as a counter hit if you’re hit before or during the active frames of the throw.
			* In *ABK*, there were 0 frames of throw invulnerability on landing from either air reset-hitstun or air-blockstun, leading to grabs that needed to be teched, or in Kanae’s case, were inescapable. In *ABKAA*, there is throw invulnerability now, so it’s possible to jump or mash a button to escape from these situations.
			* In *ABK*, the throw as 4F invulnerability on wakeup. In *ABKAA* invulnerability disappears on 4F, meaning there’s 3F of throw invulnerability instead, probably due to a bug.
		- Reflectors
			* The damage after a reflector counter attack has been reduced, and due to the higher overall gravity the combo you get after one is worse.
			* In addition to the regular combo scaling, a reflector combo starts at 0.5x, meaning by the fourth hit of a combo it does 0.125x the damage.
			* Reflector combos have higher juggle scaling, making combos from them much weaker.
			* Reflectors now have reflecting tiers. When you reflect a mid or high attack with a mid attack, it deals the regular 0.5x damage. Same goes when you reflect a low with a crouch reflector, and a jump attack with an aerial reflector. However, if you reflector a high with a stand reflector, mid with a crouch reflector, and anything besides another aerial with a jump reflector, then on top of the 0.5x damage, the damage will be reduced again by 0.75x without combo scaling. This encourages trying to read your opponent with what reflector you do to get better damage.
		- Combos Over 40 Hits
			* If exceeds 40 hits, the opponent will be forced to launch. This is unlikely to ever happen in a real match.
			* The only situation where this is likely to happen is Ernst von Adler's loop combo using Blitzkugel (236X) against Blitztank.
		- Level 3 Super is officially named "Final Special Attack"
		- The Guard Gauge increase from 10000 to 14440, the same amount as the health bar.
		- Increased Leniency for Simultaneous Button Presses
			* Simultaneous input commands, such as throws and reflector, had to be pressed within 1F of each other in *ABK*. In *ABKAA*, you have 2F to press both buttons and generally makes these commands easier.
	+ Universal Characters:
		- Those who did not have Taunt Button/Animations in *ABK* now has one in *ABKAA*. Only Fritz and Murakumo has attack-based taunt
			* The second half of the taunt animations can no longer be cancelled like in Vanilla.
		- Versus Portrait from original release are updated and being used only during victory quotes and arcade dialogues.
			* Characters with further updates: Mycale (completely different design) and Sai (mainly default color palette to matches the one seen in his CG opening and ending).
		- Character Color Palettes becomes brighter, albeit with some changes like fixing Sai's default palette now matches the one in his CG opening and ending.
		- Changes on CG Arts:
			* Prologue: Marilyn Sue Dajie and Dawei Ye Lue (shares a same CG opening instead of separate); and Anonym Merel Lambuth (also counts Anonym-Guard) (shrouded with shadows further)
			* Ending: Akatsuki, Fritz and Elektrosoldat (blood removal; E-Soldat's case also changes to Adler's Ending 1 CG Art Background color tone); and Wei (all full blue palettes instead of separate colors; due to only assault only occur at midnight)
		- New sprites for new animations
			* Each characters except Blitztank and Murakumo has both back and forward walking with different sprite animations:
				+ Walk Forward: Sai, Marilyn, Wei, Adler
				+ Walk Backward: Akatsuki, Mycale, Fritz, Kanae, Marilyn, Anonym Merel, Elektrosoldat
			* Characters except Mycale, Anonym Merel (also applied to Anonyms) and Murakumo now has proper back and forward dashes
			* New Intro for Mycale
			* New Parry animations:
				+ Reflector: Elektrosoldat and Adler
				+ Interceptor: Akatsuki, Dawei Ye Lue and Anonym Merel
			* Akatsuki's +/Helm Crusher is now a karate hand chop downward. The old ground jumping axe kick one, Thunderbolt would later being re-used for Auto Combo and EX-only move in *EN-Eins Perfektewelt* and its *Anastasis* update, a secondary Super Move in *BlazBlue: Cross Tag Battle*
			* Sai's + is now a jumping axe kick
			* Fritz's Step-Drive animations and j./+ animations are now different. However, the old Step-Drive animations are now being integrate into normal forward dash.
			* Kanae receives Close +: an elbow
			* New Air Throw and Match Win Pose for Marilyn and Wei respectively
			* New Air Grab for Anonym Merel
			* New Moves for Adler and Elektrosoldat
				+ Hubschrauber moves (Adler's + and Elektrosoldat's j./+) are now different sprite animation parts than Akatsuki's Armored Piercing Kick . Adler's animation is the same as E-Soldat's, but different move availability
				+ New Air Throw
			* Blitztank now has animated eye glows and mouth
			* Murakumo receives newer normal  attacks, and New Win Poses
* Character Voices:
	+ Updated voices for Shinobu Matsumoto-related characters: Akatsuki, Wei and Murakumo
	+ New Voice Actor for Adler: Reizi Nagase
* New UI
* Shion Hibiki provides Character Select and Versus announcement