BBTag/Akihiko Sanada

From Dustloop Wiki
Jump to: navigation, search
Akihiko
BBTag Akihiko Portrait.png

Health: 18,000

Jump Startup: 4F

Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking

Overview[edit]

Backstory[edit]

Playstyle[edit]

Akihiko has a unique "rekka" mechanic that allows him to do extended juggle combos for high damage. Certain moves (throw, 5B, 66, 214X) can be followed up with Cyclone moves that build Cyclone level for each successive cancel (visible as a counter next to the Assist Gauge). Moves deal more damage at higher Cyclone levels, and certain moves (namely Sonic Blow) gain additional hitstun/untech at higher levels. Since Akihiko can chain Cyclone moves together indefinitely, it is possible to do extended combos at level 5 Cyclone for extremely high damage.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Extremely high damage
  • Strong mixup game with high reward
  • High HP
  • Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
  • Extremely short range on most buttons
  • Mixup RPS can be risky if opponent guesses correctly
  • Only one low button


Normal Moves[edit]

4A[edit]
4A
P4Arena Akihiko 5A.png
P4Arena Akihiko 5AA.png
P4Arena Akihiko 5AAA.png
P4AU Akihiko 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A - All 6 - - +1
  • Quick jab
  • Good for poking though lacking range
  • Hits crouch, but can whiff at further ranges

Detailed description of the usefulness of the move go here

4AA - All 9 - - -4
  • Vacuums on hit
4AAA - All 10 - - -5
  • Does not cross up, despite appearances
  • Last hit launches

Akihiko's old P4A autocombo. Unfortunately this move does not cross up, despite appearances, but it is possible to call an assist while Akihiko is behind the opponent in order to make a sandwich. On hit, the last hit launches and combos into 214C.

Version Damage Guard Startup Active Recovery Frame Adv.
4AAAA - All 18 - - -7
  • Whiffs on grounded opponent

Generic autocombo ender. Basically no reason to ever use this.


5A[edit]
5A
P4Arena Akihiko 5B.png
BBTag Akihiko 5AA.png
P4Arena Akihiko 5AAA.png
P4AU Akihiko 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All 8 - - -6
  • Extremely short range

Akihiko's old 5B. Unfortunately startup was nerfed compared to the old version, but it's still his best starter, assuming you can get close enough to land it. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.

5AA - All 8 - - -4
  • Second hit vacuums

Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.

5AAA - All 10 - - -5
  • Identical to 4AAA

Detailed description of the usefulness of the move go here

5AAAA - All 18 - - -7
  • Identical to 4AAAA

Detailed description of the usefulness of the move go here


5B[edit]
5B
P4Arena Akihiko KillRush.png
Damage Guard Startup Active Recovery Frame Adv.
- All 10 - - -9
  • Listed startup is at point-blank range
  • If the first hit connects, performs follow-up hits.
  • Goes into Cyclone follow-ups.

Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff. Beware of accidentally pressing this button right as you get pushblocked, as the range is just slightly shorter than the pushblock distance, meaning you'll whiff right in the opponent's punish range.


5C[edit]
5C
P4Arena Akihiko 5C.png
Damage Guard Startup Active Recovery Frame Adv.
- High 22 - - -10
  • Usable in Cyclone
  • Knocks down on air hit.

Akihiko's old 5C with considerable start-up buffs making it an actual legitimate mixup and combo tool now. Notably, with the faster startup, it can be used as a knockdown ender for juggle combos, and always gives a safejump.

One of his few Persona moves.


2A[edit]
2A
P4Arena Akihiko 2A.png
Damage Guard Startup Active Recovery Frame Adv.
- All 6 - - -1
  • Chains into itself 3 times.
  • Not a low.

Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but generally has a better hitbox since it doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not point-blank so go into 4A or 5B.


2B[edit]
2B
P4Arena Akihiko 2B.png
Damage Guard Startup Active Recovery Frame Adv.
- All 7 - - -13
  • Head invul

Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances.


2C[edit]
2C
P4Arena Akihiko Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
- Low 13 - - -6
  • Usable in Cyclone

Akihiko's only low so you'll be using it a lot for mixups. Combos into 236X for easy confirms into assist.


j.A[edit]
j.A
P4Arena Akihiko jA.png
Damage Guard Startup Active Recovery Frame Adv.
- High 7 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B[edit]
j.B
P4Arena Akihiko jB.png
Damage Guard Startup Active Recovery Frame Adv.
- High 9 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


j.C[edit]
j.C
P4Arena Akihiko jC.png
Damage Guard Startup Active Recovery Frame Adv.
- High 24 - - -

Better range than 5C but slower and more unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo.



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4AU Akihiko 5AAA.png
Damage Guard Startup Active Recovery Frame Adv.
- Throw 7 - - -
  • Usable in Cyclone
  • If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
  • Goes into Cyclone followups.

Somewhat unique throw that acts as a Cyclone move. Akihiko performs the standard run-up throw if done normally, or a Ducking into throw if done in Cyclone, but note that the automatic Ducking is slower than doing 66 manually then throwing. Ducking version adds two Cyclone levels regardless of whether you do it manually or automatically.


Double Uppercut[edit]
Double Uppercut
5A+D
P4Arena Akihiko BD.png
Damage Guard Startup Active Recovery Frame Adv.
- Air Unblockable 10 - - -27
  • Usable in Cyclone

Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as it almost always gives hard KD and the damage goes up considerably with Cyclone level.


Skills[edit]

Corkscrew[edit]
Corkscrew
236A/B
P4Arena Akihiko Corkscrew.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - All 9 - - -19
  • Wallbounces on hit

Now a standalone special. Cannot combo off it normally, but makes for easy confirms into assist. Beware of using this to end a juggle in the corner as it will typically result in the opponent being bounced out of the corner.

B - All 16 - - -19
  • Can be held

Weaving into Corkscrew. Hold B to continue weaving, release to perform Corkscrew. This is the only way for Akihiko to perform Weaving, so use it to bait reversals during Cyclone pressure. Deals the same damage as 236A and still only adds one Cyclone level, so just do 236A in combos unless you specifically want the delay.


Boomerang Hook[edit]
Cyclone Follow Ups
During Cyclone > A/B
P4Arena Akihiko Boomerang.png
P4AU Akihiko SonicPunch.png
Version Damage Guard Startup Active Recovery Frame Adv.
Boomerang Hook A - All 13 - - -7
  • First A press in Cyclone or A after Sonic Punch

Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B.

Boomerang Hook B - All 21 - - -8
  • Press B after Sonic Punch

More startup and hitstun than A version.

Sonic Punch A
A after Boomerang
- All - - - -
  • Press A after Boomerang Hook
  • Combos into B Hook at level 5 Cyclone

Detailed description of the usefulness of the move go here

Sonic Punch B
B after Boomerang
- All - - - -
  • First B press in Cyclone or B after Boomerang Hook

More startup, travel distance, and hitstun than A version. Usually only combos off 214B/C or with an assist. Can be used as a neutral or pressure tool to close distance.


Ducking[edit]
Ducking
66
P4Arena Akihiko Ducking.png
Damage Guard Startup Active Recovery Frame Adv.
- - 12 - - -
  • Projectile invul and low profiles
  • Usable in Cyclone and goes into Cyclone follow-ups

Detailed description of the usefulness of the move go here


Assault Dive[edit]
Assault Dive
214A/B (air OK)
P4Arena Akihiko Assault.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A - All 36 - - -5
  • Usable in Cyclone and goes into Cyclone followups.

Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone.

Ground B - All 40 - - -5
  • Important points go here

Slower but more stun on hit. Combos into B Sonic Punch on air hit.

Air A - All 9 - - -5
  • Emergency techable on air hit

Air combo ender. Unlike ground version, air Assault Dives are emergency techable on air hit, so you can't combo after without assist.

Air B - All 25 - - -5
  • Important points go here

Detailed description of the usefulness of the move go here


Extra Skills[edit]

EX Corkscrew[edit]
EX Corkscrew
236C
P4Arena Akihiko Corkscrew.png
Damage Guard Startup Active Recovery Frame Adv.
- - 16 - - -19
  • Crosses up

SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly.


EX Assault Dive[edit]
EX Assault Dive
214C (air OK)
P4Arena Akihiko Assault.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - All 24 - - -5

Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height.

Air - All 9 - - -5

Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos.


Partner Skills[edit]

5P[edit]
5P
5B
P4Arena Akihiko KillRush.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.


6P[edit]
6P
Corkscrew
P4Arena Akihiko Corkscrew.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Ducking to Corkscrew. Goes fullscreen.


4P[edit]
4P
Sonic Punch
P4AU Akihiko SonicPunch.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Cyclone Uppercut[edit]
Cyclone Uppercut
236B+C
P4Arena Akihiko CycloneUppercut.png
Damage Guard Startup Active Recovery Frame Adv.
- - 6+6 - - -47
  • Damage and hits increase with Cyclone level.

Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect.

Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.


Maziodyne[edit]
Maziodyne
214B+C
P4Arena Akihiko Maziodyne.png
Damage Guard Startup Active Recovery Frame Adv.
- - 4+17 - - -36
  • Hits entire screen

Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves.


Astral Heat[edit]

Earth Breaker
222B+C
P4Arena Akihiko IK.png
P4Arena Akihiko IK2.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc