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RurouniLoneWolf

[P4AU 2.0] Akihiko Sanada Final Changelist

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Looks like you guys haven't had your full list of changes posted here yet so I thought I'd create a thread for you guys to compile everything into. If you notice any additional changes post release, post them here and I'll add them to the OP

 

Footage of Akihiko's 2.0 changes

Xie's translation of 2.0 changes

 

Normals, System Mechanics and misc.

 

Mini Jump

  • Mini jump preserves Cyclone level

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Auto Combo

  • Changed skill to A Assault Dive
  • 3rd hit can be canceled to All Out Attack and Sweep
  • 4th~6th hit can be canceled into Skills
  • 6th hit blowback has been adjusted to be easier to combo off of

Standing B

  • Removed Fatal Counter
  • Decreased hitstun of first hit

Crouching B

  • Decreased attack active frames

Standing D Attacks

  • Maintains cyclone level, can be canceled into various attacks

Sweep

  • Moves forward in accordance with cyclone level

All Out Attack

  • Invincibility window is now sooner

Double uppercut

  • Increased startup time
  • Decreased blowback at Lv0, floats lower
  • Reduced untechable time
  • Can be blocked in midair

 

Skills

 

Kill Rush (All Versions)

  • Opponent stays crouching on hit

A Kill Rush

  • Resets the cyclone level during Shadow Berserk

B Kill Rush

  • Causes Fatal Counter
  • Decreased startup time
  • Causes pushback on hit

Assault Dive (All Versions)

  • When done as an Auto Combo, the second hit has different blowback
  • 2nd hit now increases cyclone level
  • Can now be canceled into Mini Jump

Closeout Blow (All Versions)

  • Cannot be canceled into as a follow-up attack

A Boomerang Hook

  • When done as an Auto Combo, Cyclone Uppercut does not come out

SB Sonic Punch

  • Removed projectile attribute invincibility

Corkscrew (All Versions)

  • Removed Fatal Recovery state

A Corkscrew

  • Increased untechable time

B Corkscrew

  • Decreased untechable time
  • Untechable time does not increase after a wall bounce

SB Corkscrew

  • Decreased startup time
  • Decreased recovery time

Weaving (All Versions)

  • D and SB Versions move backward faster

SB Weaving

  • Decreased recovery time

 

SP Skills

 

Cyclone Uppercut (All Versions)

  • Decreased untechable time for A and B Level 5 Versions
  • Landing recovery is now crouching state

A Cyclone Uppercut

  • Decreased startup time
  • Lv1~Lv4 recovery time decreased

B Cyclone Uppercut

  • Increased recovery time

SB Thunder Fist

  • Decreased recovery time
  • When blocked, causes pushback

Maziodyne (All Versions)

  • If Akihiko gets hit, Persona also disappears
  • Above Level 3, decrease number of hits, adjust interval between hits, slightly worsened frame difference on block

SB Mazaiodyne (All Versions)

  • Only causes paralysis on hit
  • Increased paralysis time

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He still has good damage, which is cool. I hate some nerfs, especially the Sonic Punch one, it was nice to have a tool against projectiles, and the Closeout one, I love to use it against people who uses super when I'm weaving. Despite that, he has quite a lot of buffs that seems pretty awesome. I think the character is still really strong, can't wait to see some musui footage.

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Akihiko is overall weaker. He has some high damage but now he requires much more meter to get that damage done. His comeback mechanics are also slightly weaker. However! His OMB combos became at least 50% stronger thanks to chaining into assault dives. Overall due to some of his nerfs (sonic SB no projectile invulnerability, parry nerf and dp on counterhit cant combo), he's slightly lower on the tier list if you ask me, but so is almost everyone else it seems (save for teddie aigis and margaret it seems? maybe marie too?) so its too early to say "YEP HE SUCKS".

 

For now all I say is, he's worse than before, but not by much, and seems overall viable still, just zoners are going to be major headaches now.

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I think it's too soon to say he's weaker than before, we still need to see how his changes apply against the changes of other characters (even though I'm already pissed of thinking about how the Aegis match up won't be as fun anymore ahah). I also curious to see how some changes can be exploited, especially the 5C / JC change

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I disagree, i think he's obviously weaker than before.  

If anyone else in this game has a move that Fatals that doesn't have 20 frames of start up, i'm gonna shoot myself with Akihikos Gun.

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I disagree, i think he's obviously weaker than before.  

If anyone else in this game has a move that Fatals that doesn't have 20 frames of start up, i'm gonna shoot myself with Akihikos Gun.

What kind of half-cocked threat is that? (Pun intended.)

You just want a persona.

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What kind of half-cocked threat is that? (Pun intended.)

You just want a persona.

man...... maybe

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Shadow akihiko seems to be the way to go as of 2.0. I've been talking on twitter with musui and domi and it just seems like shadow aki is going to be (at the best) around mid tier or slightly below top tier (ie. top mid tier)

 

Some of the combos they're coming up with and im helping create are pretty interesting too. I'm just playing theory fighter with them on twitter but they have confirmed several things. This one seems to be really good:

 

残念ながらそのコンボは既にありますね。。今は「~SBソニ>ダッキング>5C>Cウェブ>足払い>Cウェブ>Aコーク」のような更に強いコンボもあります!

 

This message is in response to what I asked about a possible combo route:

 

画面端 jb>5b>暴走>キルラ>ウェブ>ソニ>フック>ウェブ>SBコーク>Dウェブ>mj>Bアサルト>mj>SBアサルト>sbフック>sbソニ>「bフック」>mj>Aアサルト>足払い>(SB?)ウェブ>Aコーク>SBサイクロン

 

Translations: me: in the corner: jb>5b>frenzy>rush>weave>sonic>hook>weave>sb cork>weave>hop>B assault>hop>SB assault>sb hook>sb sonic>[b charged hook]> hop>assault A>sweep>(SB?) weave>cork A>SB upper

 

to which he answered: "sorry to say it but there are even stronger routes than that now! what you said ~ SB sonic>duck>5C>weave>sweep>weave>A cork  is possible and is really strong!"

 

 

The highlighted part is interesting. As shadow akihiko you can cancel 5C into DP, this is not new, but I had no idea you could cancel 5C into weave (obviously, manually, as in, 214C not just 4C), and its important to note that he actually has enough time to go all the way into A cork. 

 

I'll keep you guys posted on anything else I dig up.

 

/Barz

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