Skye Report post Posted July 11, 2012 Credit to Kurushii for Graphical work. Any Akihiko questions you may have go here! Popular questions go in the OP. Q. His 5b/2b > j.b loop keeps dropping, what am I doing wrong? A. This could be due to 3 major reasons. 5b/2b is hitting too high or too low, the falling hitbox of your opponent should be at waist level, make sure this is right.j.b is hitting too soon/late(whiffing). This is the most common error made in this loop. There is an extremely minute delay with the j.b, be sure to practice this.The proration is too bad. If the starter has bad enough proration, this loop might very well be impossible. Refer to the Technical and Gameplay Discussion Thread to get a good idea on decent starters. Share this post Link to post Share on other sites
ShinKenRida Report post Posted August 9, 2012 OK, so I'm new to P4U, and for the life of me I cannot get the first combo on the combo list to work. Am I just so out of practice that I can't push buttons or am I missing something? Share this post Link to post Share on other sites
Skye Report post Posted August 9, 2012 How are you dropping that? Share this post Link to post Share on other sites
ShinKenRida Report post Posted August 9, 2012 How are you dropping that? The Boomerang Hook doesn't connect. The A version works fine, but the opponent drops out of hitstun before the B version connects. Share this post Link to post Share on other sites
Raging Ghost Report post Posted August 9, 2012 The Boomerang Hook doesn't connect. The A version works fine, but the opponent drops out of hitstun before the B version connects. Are you charging the B version? Share this post Link to post Share on other sites
ShinKenRida Report post Posted August 9, 2012 No. It just seems too slow no matter what. I tried counter-hit start, Crouching start, counter-hit crouching start, all with no result. I feel like I may have just gotten to used to BB leniency or something... Share this post Link to post Share on other sites
Skye Report post Posted August 9, 2012 Don't use the B version, it will never connect from 236a. Share this post Link to post Share on other sites
ShinKenRida Report post Posted August 9, 2012 That's what I thought. Are any of the combos on the list good for BnB usage then...or are they mostly pre-patch stuff? Share this post Link to post Share on other sites
Skye Report post Posted August 9, 2012 All combos posted are post-patch. The main bnb is typically 5aa > 5b > 236a => 4a => 6b Share this post Link to post Share on other sites
Cheefoo Report post Posted August 9, 2012 Does Akihiko have any lows other than his A+B sweep? And which of his Kill Rush followups are safe/punishable/plus on block? Share this post Link to post Share on other sites
Skye Report post Posted August 9, 2012 He does not. And high level Boomerang Hooks (2 and 3) are marginally safe. You can recover in time to block, but not continue pressure. Share this post Link to post Share on other sites
GODHAND_Dean Report post Posted August 9, 2012 I've completed all combos in Akihiko's challenge mode except No.28. I can't connect Stand B after Double Uppercut. In the demonstration i can swear he is moving slightly forward when doing it but i can't figure out how...can anyone help me? Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 9, 2012 ^Microdash after the Double Uppercut and then 5B. You're basically dash canceling the recovery frames of the uppercut into 5B. Just get the timing of when to input the dash command and its pretty simple. Share this post Link to post Share on other sites
Pegs001 Report post Posted August 9, 2012 What does Aki have against Teddie spamming 5B Share this post Link to post Share on other sites
kirk Report post Posted August 9, 2012 236A after blocking if that's all he does. Or you could hold 214C to dodge then press 6A/B. Share this post Link to post Share on other sites
Pegs001 Report post Posted August 9, 2012 How does the Weave work exactly? I know it s projectile invincible but that's about it Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 9, 2012 214C has upper body invincibility. Check out the bottom half of this post by ShelledMenace. It lists moves that go through 214C. http://www.dustloop.com/forums/showthread.php?14480-Akihiko-Technical-amp-Gameplay-Discussion-Thread&p=1365713&viewfull=1#post1365713 Share this post Link to post Share on other sites
Aki- Report post Posted August 9, 2012 Unfortunately no. Akihiko only has sweep as a low which is kinda awkward considering that 2A would seem like a low, but can still be blocked while standing. 236A is your best bet if you're trying to pressure and not get punished. It comes out rather quick and the recovery is fast on it as well. As for follow ups you can do something like (Note I'll list the combo enders that can get you punished if blocked) 5aa > 5bb > 236a > 4a > 6a 5aa > 5bb > 236a > 4a > 6b 2a > 5bb > 236a > 4a > sweep Now I'll list a safe way around this that will now only get you away but can also get you a fatal counter which we want. 5aa > 5bb > 236a > 4a > 214d (spaces you away to a safe distance) Here's one that you can use if the opponent guesses wrong 5aa > 5bb > 236a > 4a > 214d > 4a gets you a fatal counter (: If the opponent DP 's well this will still work since 214d back up just enough to dodge then you can do 5aa > 5bb > 236a > 4a > 214d > 5b fatal counter & rape him with everything.(Please correct me if I'm wrong) Share this post Link to post Share on other sites
ShelledMenace Report post Posted August 9, 2012 Well for the most part I'm pretty sure all of that is true, but one thing is that you don't need to do the 214 input after you do a kill rush, you can just press 4 + button. Also it probably depends on the dp, when they dp, and where you're at in the 4D. If they're just mashing dp at the first chance they're most likely going to get you since the 4D has a bit of, for lack of a better word, 'startup' before it actually moves you back. People should also just be aware that a corkscrew on block will immediately make you sadlife unless you have enough SP to OMC lol. Other than that, I can certainly say that a fatal 5B from anywhere will rape anyone at any time . 3 . Share this post Link to post Share on other sites
Aki- Report post Posted August 9, 2012 Thanks for the heads up about that Shelled, I'll bare that in mind. Any tips on dealing with captain resentment? lol I seem to have such a hard time when dealing with him since all Yosuke's move around the screen like they got rats in their ass? (: Share this post Link to post Share on other sites
ShelledMenace Report post Posted August 9, 2012 Yosuke is an annoying rat that can fly and has kunai and is a buttheaddddddddddddddddd aaaahhhhhhhhhhhhh Back on topic, I'm not exactly sure. I kind of play a pseudo-turtle (very minimal, like very) mixed with moving around almost as much as Yosuke does. I try to move around a little bit and fish for jump-ins so I can 2B anti-air lol. If they didn't really do it to begin with, or they start to respect, I go a bit more rushdown. Though honestly it's so damn hard to catch him lol I have just as much trouble as you do I'm sure. Uhh, you should probably be aware of his falling j.C(?) (the falling tentarafoo) because it's a little scary. If the problem you're having is they move around too much, try going for an airthrow. Just jump up in their face and do it. Or you might try to look for a j.A CH, because it's a really good move lol. Sorry my insight on this matchup doesn't add up to much, but he's certainly the opposite of Akihiko in nearly every way lol. Hits fairly light, gets in then out, and repeatedly annoys you. Akihiko sort of just blows you away at the chance he gets, and he's totally in your face. I need to play P4A with more players (around my level aw gad) x_x Share this post Link to post Share on other sites
kirk Report post Posted August 9, 2012 Well what i found out a week ago after getting stomped by a pretty good jp yosuke.. Mmmmmm using D seems to be very very dangerous in this matchup. Backdash is really good and yeah he can bait DPs very well with them(his fatal punish leads to 6k so try to burst it). How I dealt with him that feels most effective : Play passive until he makes a mistake, then punish accordingly. Once you're in his face, never let go lmao. HIS DP HAS A MILLION YEARS worth of invul don't be hasty on punishing or just move behind him if you see it. Share this post Link to post Share on other sites
Skye Report post Posted August 9, 2012 iirc lvl 2 sweep is safe on normal block. Share this post Link to post Share on other sites
ShelledMenace Report post Posted August 9, 2012 bloobityblabbityboo "Once you're in his face, never let go lmao. HIS DP HAS A MILLION YEARS worth of invul don't be hasty on punishing or just move behind him if you see it." Holy shit mind blown. This makes sense...Unless they're in the corner. Share this post Link to post Share on other sites
Aki- Report post Posted August 9, 2012 @Shalled: OMFG I wanna rip his head off and shove it up his ass. Gawd I just can't stand him! Uhhhh.......anyways x3 Don't worry about it Shalled, you're helping with the info you know about dealing with him lol Then we're in the same boat, I try to go for them anti airs but that son of a ....... umm mother waits just enough to throw and abuse kunai not to mention they abuse Yosuke's air teleport thing when he vanish and instantly hits you low, plus his normals on ground are hard to punish. lol I try desperately fish for them J.A but freaking Jariah tackle X_x But thanks Shalled, I'ma abuse grab lol @Kirk: What, Kirk you ain't lying lol I got so frustrated that was using D but freaking Kunai's LOL True rushing on him when you lock him down is awesome but his DP is so stupid -___- & if they land it, they furen kazan & jump around poking and kunai throwing LOL Share this post Link to post Share on other sites