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Skye

[P4A] Akihiko Combo & Gameplay Discussion Thread

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2C needs to hit at the tip of the swords hitbox, when the opponent is as high as possible. It just means doing it pretty fast.

And yeah the timing is slightly different for every character, but it's really easy.

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Tuka I haven't thought about using B Assault Dive in OMB combos. Thanks! Also Soriphen your notations seem off to me. For that much damage there's no 2C and you can't chain 4A to 4B so there's a 4D in there?

LOL OOPS. I meant to put the 2C. lemmefixdat. It's legit damage, honest.

FC 5B > 5C > OMB > 2C > mini dash if you want > 2A > 2A+B > 236A > 6C > B+D > 2B > j.5B > 5B > 236B > 4B > 4D > 4A > 4D > 4B > 4D > B+D > 236236B

8373 dmg.

Should be the best option (?) for a 50 meter 5B FC OMB combo near the corner. It's also EZPZ.

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LOL OOPS. I meant to put the 2C. lemmefixdat. It's legit damage, honest.

FC 5B > 5C > OMB > 2C > mini dash if you want > 2A > 2A+B > 236A > 6C > B+D > 2B > j.5B > 5B > 236B > 4B > 4D > 4A > 4D > 4B > 4D > B+D > 236236B

8373 dmg.

Should be the best option (?) for a 50 meter 5B FC OMB combo near the corner. It's also EZPZ.

What is the optimal mid screen option for ground hit and air hit (mitsuru dp punish)?

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What is the optimal mid screen option for ground hit and air hit (mitsuru dp punish)?

For an FC OMB combo? I haven't really optimized my mid-screen FC OMB combos, but I've got one for ground hit that's decent.

FC 5B > 5C > OMB > 236C > 4C > 4B > 4D > 4A > 2C > 2B > j.5B > 2B > j.5B > 5AA > 2A+B > 236A > 6C/6D (only if you're near the corner) > 6A > 236236B

Around 7.5K for 50 Meter? I forgot since I'm running on memory. I don't really have one for air punish, however.

If you're talking about general FC punishes, the air punish I assume would be the most important. Mitsuru does her DP > you block dat shit > hit her with 5B while she's still in the air > 236C > 4C > B+D > 2B/5B loops.

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What is the optimal mid screen option for ground hit and air hit (mitsuru dp punish)?

Akihiko can FC 5B her ass in the air and get some heavy damage.

Mid-screen to corner:

FC 5B > 236C > 4C > BD > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6C > 4C > BD > 2AB > 236A > 6C > 6A > 236236B

Corner to mid-screen:

FC 5B > 236C > 4C > BD > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6D > 4A > 6D > 6B > 236236B

If you end up too close to the corner (which makes the last 6B wallbounce fuck up the combo) you can do

FC 5B > 236C > 4C > BD > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6D > 4A > 6D > BD(1) > 236236B

I think the OMB combo I wrote is viable after FC 5B air hit in the corner as well.

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are you sure this works? - FC 5B > 236C > 4C > BD > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6D > 4A > 6D > 6B > 236236B

having trouble getting the 4A to connect. I can do the same combo without 2B jB and it works

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Well this was discussed in the matchup forums but thought this is good info for some of the newer players to see.

Akihiko has different properties on his leveled attacks, especially shown in Corkscrew attacks. However whenever you do a COUNTER hit with a Cyclone attack, ala Corkscrew, Hook, DP, etc, it instantly jumps up a level from what it was before. So Counter hit lvl 2 Corkscrew/Hook = Lvl 3 Corkscrew/hook and so on. There's a "secret" lvl 4 if you do a counter lvl 3 move but I've noticed only Corkscrew is different. I'mma list out the properties below.

Lvl 1 Corkscrew = Knockback, Lvl 2 Cork = Hard knockdown/Skid, Lvl 3 Cork = Wallbounce, Lvl 4 Cork = Crumple on ground/Wallbounce in air, Lvl 3/4 Hook = Crumple

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Came up with some oki stuff involving Akihiko's D moves. I got tired of everyone doing the same throw combo from Trial #27 midscreen without enough meter to finish properly. People usually just end it with corkscrew and have to get back in all over again. Not sure if it's been done by anybody but it's been working pretty well for me so far. Also, if anyone could post some other uses for any D move it would be appreciated. Anyway, here's what I use currently:

Midscreen: C+D(Lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236D, (OKI)

The opponent's tech/no tech will leave them in front of you because of D. Oki can consist of whatever the situation calls for:

If the opponent likes to R-Action: ~236D, A+C or block or 214C+D

If opponent likes to wakeup super: ~236D, A+C

If opponent likes to throw out wakeup 5A/2A: ~236, 4A+B

You get the idea. Also if you want a better version of the SB hook some you get +frames and guard point do:

C+D(lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236C, 4C, 6C, 4A+B. It's a little input heavy but you get a nice bait.

Lastly, if the opponent if really scared you can do:

C+D(Lv2 Cyclone), 4A, 5D, 214C/D, 6C, 6B, 236C, 4, 6C, B+D, 2A+B, 236A, 6B. The shorter dash version before charging is preferable here as the 236D dash sends you too far and you could get hit more easily before finishing the unblockable boomerang hook.

They may not be the best setups but it's pretty fun to do.

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Wow those sound pretty interesting, thanks for the post. Kind of makes me wanna hop in the lab and actually find some good (or at least interesting I guess) uses for his D/2D lol.

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I only use his D's to mess with footsies.

You can do stuff like sweep > 5D/2D and jump if you delay the jump you will cross up.

Something really really basic.

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Gravel I think I played against you in ranked yesterday lol and I saw you do that, was pretty interesting. After a corner combo if I don't end it with cork then sometimes I sweep > 5D then from there you can dash foward then jump > backdash > falling j.B for a fake cross up or if they don't delay tech then IAD > airturn j.B for a corner cross up. Another use for 5D I've been trying to implement but haven't got to do is after knockdown (lvl3 cork in this example) 5D[hold] then somehow get on the other side of the opponent then AoA > 5D[release]. Because it's hard to get on the other side for now it seems gimmicky but it does make your AoA relatively safe.

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Sorry it took me a month to reply. That 5D crossup stuff in the corner is very cool. I've been trying to incorporate it into my gameplay more. As for the AoA > 5D setup, that seems like a good challenge to make practical but it sounds good. I'll try it out later. Lately though, I've felt like messing around again with Akihiko and found some gimmicky stuff. I'm not sure how useful it is but I'll list them anyway:

C+D(lv2 cyclone), 4A, 5D, 236C, 4A, 6AB, 2B(reset)......etc

This setup is for when the opponent is kinda sleeping. When the 6AB hits, if the opponent techs, it will be immediate. Also if they aren't paying attention or don't know the setup they will back tech most likely. This particular reset only works with a back tech and is character specific. When they back tech, Caesar 5D keeps them right above Akihiko's head so he can hit with an AUB 2B into whatever he wants: 2B > OMB> combo of choice/2B> sjc > air combo/etc. This reset is also heavily affected by a characters "weight". This reset doesn't work on Yosuke or S.Labrys. Characters who are heavy are Chie/Akihiko. Ones that pop up high are Yukiko/Naoto. etc. Teddie is a special case as he techs so high you can't hit with 2B at all but you could actually super jump air grab him if he doesn't air dash. Also when the reset happens the opponent will be backwards in the air.

Corner: CH C+D, 66, 5AA, 5B, 2B, 236AB, 4A, 6B,(opp techs), 236236B

This reset works in a way that it catches both back and front techs. Using the B version if the super move you a bit closer so the AUB from the first hit of the super connects. Also, when you super cancel, you will be a Lv3 Cyclone for max damage on the reset.

Like I said before these aren't guaranteed. They're just gimmicks, but the CH C+D combo into reset does work quite well imo. If someone can improve on them, please feel free to post.

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Hello fellow Akihiko players, trying to step up my game. I was wondering any shortcut in learning some new tactics.. I have been watching Kubo allot, and I have to say. His style of play is almost the same as mine if I were to main him. Risk reward and down right in your face style. I have trouble actually crossing up opponents on there wake up or in general after machine gun into hook mix ups.

Btw it has been a long time since I posted. I use to play GGAC a long time ago.. now I am formerly known as Fei player in SoCal, liu kang MK player. Trying to get my feet wet in this game, but are tons of mix ups i need to study. I feel like I am only touching the tip of the iceberg on this character utilizing machine gun hook mix ups...will post up videos soon..

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@Gravel that sounds pretty nice, I never really got to using a legitimate AUB setup so I'll probably end up experimenting a bit with those things. I luv2 steal

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I'm here wondering what the max possible damage is off of 5B FC, 2B, 2AB starter in the corner with no meter (without ending with DB and ending with the opponent in the corner).

The max I could get was about 3.6k IIRC with:

5B FC > 2B > 2AB > 236A > 4A > 6C > 5B > 236B > 4B > 6B

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For the 5b FC corner combo

-5b FC > 5c > a+b+d > 5c > 2b > j.b > 5b > 236b => 6c => b+d > 2b > j.b > 5aa > 2a+b > 236a => 6c => 6a => 236236b {8296}

!!50 SP and Burst Required!!

-5b FC > 5c > a+b+d > 2c > 2a > 2a+b > 236a+b => 6c => b+d > 2b > j.b > 5b > 236b => 6c => b+d > 5b > 236a => 6c => 6a => 236236b {8947}

I can't get these to work.

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236236A > 66.5B > jB > jA > 5B > 2B > sjB (1 hit) > j214A

3110, 3550 on CH

And you should always follow up 5B FC with 236B >.>

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236236A > 66.5B > jB > jA > 5B > 2B > sjB (1 hit) > j214A

3110, 3550 on CH

And you should always follow up 5B FC with 236B >.>

Nah, It's better to follow up 5B FC with 236C/D > 4C > B+D; it leads to slightly more damaging combos. 5B FC > 236B is good if you wanna hit confirm from a distance, but, you can do that with 5B FC > 236C > 4C > B+D if you aren't too far. 5B FC > 236D > 4C > B+D ain't good for hit confirms though.

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Hmm I'll give this some testing tonight. I'm fairly certain 236B is the optimal follow up at midscreen at least, because it allows you to put the enemy in the corner and do corner-specific stuff, even though you confirmed at midscreen.

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Hmm I'll give this some testing tonight. I'm fairly certain 236B is the optimal follow up at midscreen at least, because it allows you to put the enemy in the corner and do corner-specific stuff, even though you confirmed at midscreen.

You can do the same with 236C > 4C > B+D, trust.

Remember, since 236C > 4C > B+D is only like a few hits and has less proration, it means you can add more to the combo, bringing the opponent to the corner.

OK when you do 5B FC to 236B, you only can get 2 2Cs into auto-combo from there. With 236C > 4C > B+D, you can get 3 2Cs into auto-combo.

Or if you wanna do a corner specific combo with 5B FC > 236B > 6C > B+D, you can only do 5B > 2B > j.5B(1hit) > j.214B > etc.

With 236C > 4C > B+D, you can do a 2B from there > j.5B > dash 5B > 2B > j.5B(1hit) > j.214B > etc.

So basically, you can replace every FC combo you have to get about 20 to 100 or so extra damage, without sacrificing distance.

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Midscreen FC 5B 50 SP (exact same thing in corner)

FC 5B > 214C > 6D > C+D > 66.2B > jB > (66)5B > 2B > sjB(1) > 214B > 4C => 6D > C+D > 2A+B > 236A > 6C > 6A > 236236B [DM: 6326]

Midscreen FC 5B 150 SP Burst

FC 5B(1) > 236C > 5C OMB 66.2C > 2B > jB > 5B > 2B > sjB(1) > j214B > 4C => 6D > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 9892]

(Corner)

FC 5B 150 SP + Burst

FC 5B > 5C OMB 66.2C > 2B > 5B > sjB(1) > j214B > 4C => 6D > C+D > 2A+B > 236A > 6C > C+D > 5AA > 2A+B > C+D(1) > 236236B > 236236B > 236236B [DM: 10111]

(Corner)

FC 5B 150 SP + Burst

FC 5B > 5C OMB 66.2C > 2B > jB > 5B > 2B > sjB(1) > j214B > 4C => 6C > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 10112]

(Corner)

FC 5B 150 SP + Burst (Video: http://www.youtube.com/watch?v=JI_eHiSw-lU)

:eng101:

FC 5B > 5C OMB 66.2C > 2B > jB > 2B > 5B > jB(1) > j214B > 4C => 6C > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 10124] :)

*Note, NOT sjB(1), just regular jB(1).

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Midscreen FC 5B 50 SP (exact same thing in corner)

FC 5B > 214C > 6D > C+D > 66.2B > jB > (66)5B > 2B > sjB(1) > 214B > 4C => 6D > C+D > 2A+B > 236A > 6C > 6A > 236236B [DM: 6326]

Midscreen FC 5B 150 SP Burst

FC 5B(1) > 236C > 5C OMB 66.2C > 2B > jB > 5B > 2B > sjB(1) > j214B > 4C => 6D > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 9892]

(Corner)

FC 5B 150 SP + Burst

FC 5B > 5C OMB 66.2C > 2B > 5B > sjB(1) > j214B > 4C => 6D > C+D > 2A+B > 236A > 6C > C+D > 5AA > 2A+B > C+D(1) > 236236B > 236236B > 236236B [DM: 10111]

(Corner)

FC 5B 150 SP + Burst

FC 5B > 5C OMB 66.2C > 2B > jB > 5B > 2B > sjB(1) > j214B > 4C => 6C > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 10112]

(Corner)

FC 5B 150 SP + Burst (Video: http://www.youtube.com/watch?v=JI_eHiSw-lU)

:eng101:

FC 5B > 5C OMB 66.2C > 2B > jB > 2B > 5B > jB(1) > j214B > 4C => 6C > C+D > 2A+B > 236A > 6C > C+D > 5B(1) > C+D(1) > 236236B > 236236B > 236236B [DM: 10124] :)

*Note, NOT sjB(1), just regular jB(1).

That combo was hot!

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