BBTag/Akihiko Sanada: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
==Overview==
!Akihiko
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Akihiko_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=Akihiko is a rush-down character that utilizes a unique "rekka" system that allows him to chain special moves together for aggressive pressure and mix-ups. As he fights primarily with his fists Akihiko has short range but in exchange has high movement speed and has multiple specials that allow him to bob and weave through enemy attacks.
||
}}
{{#lsth:BBTag/Akihiko Sanada/Data|SystemData}}
{{BBTag/Infobox
;Movement Options
| fastestAttack = [[#4A|4A]] (5F)
* Double Jump, 1 Airdash, Dash Type: Run, Ducking
| reversal = [[#Double Uppercut|A+D]] (17F)<br/>[[#Cyclone Uppercut|236B+C]] (12F)<br/>[[#Maziodyne|214B+C]] (16F)
 
}}
;Playstyle
{{ProsAndCons
:Aggressive, Short-range, Avalanche
|intro=
 
|pros=
;Team role
* Extremely high damage both raw and in combos.
:Point
* Strong mixup game with high reward.
|}
* High HP.
<div style="float:left; margin-right:25px;">
* Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
{{TOC limit|2}}
* Persona attacks have fantastic range.
|cons=
* Extremely short range on non-persona attacks.
* Mix-up RPS can be risky if opponent guesses correctly.
* Only has one low.
* Low jump height.
}}
</div>
</div>
==Overview==


{{card|width=4
|header=Unique Ability: Cyclone Level
|content=
Akihiko has certain moves that put him in Cyclone state. Once in it, he can cancel any special into any other special move as well as {{clr|3|5C}} and {{clr|3|2C}} to increase to +1 Cyclone Level. As Cyclone Level increases, his attacks become stronger, dealing more damage and stun, enabling more damaging combos. Cyclone attacks can be used an unlimited amount of times but they cannot be used twice in a row (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). Returning to neutral, jumping, getting hit, or switching characters all reset Cyclone Level to zero.


===Backstory===
'''Moves that enter Cyclone state:''' Throw, {{clr|2|5B}}, and all special moves '''except''' Corkscrew and Double Uppercut.
After a fire destroyed the orphanage he called home and took the life of his younger sister Miki, Akihiko swore he would become stronger in her memory. He took up boxing and quickly become known for his skills in the ring. Some time afterwards, he awoke to the power of persona and was recruited by Mitsuru Kirijo into the group called SEES. In the year 2009, Akihiko assisted her and the rest of the SEES with fighting the arcana shadows and ending the Dark Hour. After graduating from Gekkoukan High School, Akihiko began traveling the world to hone his boxing skills and seek out worthy opponents.


===Playstyle===
'''Moves usable in Cyclone state:''' Throw, {{clr|3|5C}}, {{clr|3|2C}}, all special moves, all supers, and Astral.


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.
'''Moves affected by Cyclone level:''' Throw, {{clr|3|2C}}, all special moves, and all supers.
}}


===Strengths/Weaknesses===
==Normal Moves==
{|  
===<big>{{clr|1|4A}}</big>===
|-style="text-align:left;"
{{BBTag Move Card|game=BBTag
! Strengths !! Weaknesses
|input=4A,4AA,4AAA,4AAAA
|- style="vertical-align:top;text-alighn:left"
|versioned=input
| style="width: 50%;"|
|description=
* Extremely high damage
* Chains into itself 3 times.
* Strong mixup game with high reward
* Jump cancelable.
* High HP
* Throw cancelable.
* Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
| style="width: 50%;"|
* Extremely short range on most buttons
* Mixup RPS can be risky if opponent guesses correctly
* Only one low button
|-
|}
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
{{clr|1|4A}} is a quick jab, good at starting pressure or interrupting an opponent's blockstring. Excellent at resetting pressure as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to stagger and hit confirm during pressure.
====== <font style="visibility:hidden" size="0">4A</font> ======
----
{{MoveData
* Jump cancelable.
|image=BBTag_Akihiko_4A.png |caption=
* Throw cancelable.
|image2=BBTag_Akihiko_4AA.png |caption2=
* Vacuums on hit
|image3=BBTag_Akihiko_4AAA.png |caption3=
|image4=BBTag_Akihiko_4AAAA.png |caption4=
|name=4A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Akihiko Sanada/Data|4A}}
{{!}}-
{{Description|7|text=* 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
{{clr|1|4AA}} is a followup punch that is used as blockstring and combo filler. Good for a surprise corner steal if you're feeling in the mood for assist shenanigans or if you want to catch the opponent with EX Corkscrew in the corner.
}}
----
{{!}}-
* Hits 4 times.
{{AttackVersion|name=4AA}}
* Last hit launches on hit.
{{#lsth:BBTag/Akihiko Sanada/Data|4AA}}
{{!}}-
{{Description|7|text=* Vacuums on hit
}}
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|4AAA}}
{{!}}-
{{Description|7|text=* 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.
{{clr|1|4AAA}} swaps sides four times, throwing out a punch between each one. Unfortunately, if one of the hits whiffs for what ever reason Akihiko enters recovery immediately, making this attack highly susceptible to punishes after reject guards. This move also cannot cross up on its own as it keeps opponents in true blockstun and it cannot cancel into any other moves until the last punch hits something. Thankfully, calling an assist while Akihiko is behind the opponent will summon them on that side thus creating a sandwich situation.
}}
----
{{!}}-
* Hits 10 times. Follow-up attack only hits the opponent's point character.
{{AttackVersion|name=4AAAA}}
* Opponent is invincible to all other attacks until Caesar releases them.
{{#lsth:BBTag/Akihiko Sanada/Data|4AAAA}}
* Opponents cannot burst during this attack.
{{!}}-
{{Description|7|text=* Whiffs on grounded opponent


Generic autocombo ender. Basically no reason to ever use this.
{{clr|1|4AAAA}} grants Akihiko safe-jump oki against neutral and forward techs at mid-screen and neutral and back techs in the corner. Unlike most {{clr|1|4A}} autocombo enders, this move can cancel into Cross Raid which greatly increases a combo's damage and safely switches Akihiko to the backline.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBTag_Akihiko_5A.png |caption=
|image2=BBTag_Akihiko_5AA.png |caption2=
|image3=BBTag_Akihiko_4AAA.png |caption3=
|image4=BBTag_Akihiko_4AAAA.png |caption4=
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Akihiko Sanada/Data|5A}}
{{!}}-
{{Description|7|text=* 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.
===<big>{{clr|1|5A}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{!}}-
|input=5A,5AA,5AAA,5AAAA
{{AttackVersion|name=5AA}}
|versioned=input
{{#lsth:BBTag/Akihiko Sanada/Data|5AA}}
|description=
{{!}}-
* Hits twice.
{{Description|7|text=* Second hit vacuums
* Jump cancelable on both hits.
* Throw cancelable on both hits.
 
Both hits of {{clr|1|5A}} can be canceled into a variety of different options including going into {{clr|1|2A}} and {{clr|2|2B}} back into another use of {{clr|1|5A}}. The second hit retains its cancel options even if it whiffs so long as the first hit something, making it strong against reject guards. It's also his best practical starter, having both good damage and scaling. This makes {{clr|1|5A}} the most important normal for both combos and pressure in his arsenal thanks to its versatility and damage potential. Unfortunately startup was nerfed compared to his P4AU version and its range is woefully short. Follow-up hits prorate badly so for maximum damage, go straight into {{clr|2|5B}} on a good confirm.
----
* Hits twice.
* Jump cancelable on both hits.
* Throw cancelable on both hits.
* 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.
{{clr|1|5AA}}'s second hit has a vacuum effect that's useful for extending blockstrings and some particular combos but its poor damage scaling means it should be avoided in combos whenever possible. Has the same cancel options and offensive flexibility as {{clr|1|5A}} so the mix-up potential off this move is high. Note that only one use of {{clr|1|5AA}} is allowed per string.
}}
----
{{!}}-
* {{clr|1|5AAA}} is identical to {{clr|1|4AAA}}.
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA}}
{{!}}-
{{Description|7|text=* Identical to 4AAA


Detailed description of the usefulness of the move go here
See {{clr|1|4AAA}} description for more information.
}}
----
{{!}}-
* {{clr|1|5AAAA}} is identical to {{clr|1|4AAAA}}.
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA}}
{{!}}-
{{Description|7|text=* Identical to 4AAAA


Detailed description of the usefulness of the move go here
See {{clr|1|4AAAA}} description for more information.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBTag_Akihiko_5B.png |caption=
|name=5B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5B}}
{{!}}-
{{Description|6|text=* 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. Hugely buffed in 1.5 with the travel distance being roughly twice (!) as far, allowing you to punish bad neutral and pushblock attempts easily.
===<big>{{clr|2|5B}}</big>===
}}
{{InputBadge|Kill Rush}}
{{BBTag Move Card|game=BBTag
|input=5B
|description=
* If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
* Follow-up hits are only done if the first hit something.
* Enters Cyclone state.
 
Akihiko's old Kill Rush special, where he dashes forward and performs a flurry of punches. Has fast startup and forward movement which compensates 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 than one might expect. Puts Akihiko in Cyclone state which means that using this move will lock him out of safer buttons such as {{clr|1|4A}} or {{clr|1|5A}}, making it somewhat committal. Hugely buffed in 1.5 with the travel distance being roughly twice as far, allowing you to punish the opponent's poor choices in neutral and their reject guard attempts easily.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBTag_Akihiko_5C.png |caption=
|name=5C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5C}}
{{!}}-
{{Description|6|text=* 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.
===<big>{{clr|3|5C}}</big>===
{{BBTag Move Card|game=BBTag
|input=5C
|description=
* Knockdown on airborne hit.
* On standing hit, leads into a timed follow-up.
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
* Usable in Cyclone.
 
Akihiko's old {{clr|3|5C}}. Caesar appears slightly behind Akihiko and slashes downward. Unlike most other {{clr|3|5C}}'s it has huge vertical and horizontal range and can be canceled into like a special when used in Cyclone state, making it a reliable mix-up tool. Notably, with its fast startup it can be used as a knockdown ender for juggle combos, rewarding Akihiko with a safejump. Also notable for being one of his very few Persona moves and for being the only Cyclone state move that is unaffected by his Cyclone level.


One of his few Persona moves.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBTag_Akihiko_2A.png |caption=
|name=2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2A}}
{{!}}-
{{Description|6|text=* 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.
===<big>{{clr|1|2A}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=2A
|description=
* Chains into itself 3 times.
* Jump cancelable.
* Throw cancelable.
 
Fast jab with the same range and startup as {{clr|1|4A}}. Mostly interchangeable with {{clr|1|4A}} but {{clr|1|2A}} generally has a better vertical hitbox and doesn't whiff on crouch as easily. Note that {{clr|1|2A}} > {{clr|1|5A}} will likely whiff if not done at point-blank range so go into {{clr|1|4A}} or {{clr|2|5B}} instead. Can combo from a close range Cyclone {{clr|3|2C}}, leading into high damage in the corner.
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBTag_Akihiko_2B.png |caption=
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2B}}
{{!}}-
{{Description|6|text=* Head invul


Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances.
===<big>{{clr|2|2B}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=2B
|description=
* Jump cancelable.
 
Standard anti-air with fast startup and surprisingly decent range (longer than the first hit of {{clr|1|5A}}) despite appearances. Also used as combo and blockstring filler.
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBTag_Akihiko_2C.png |caption=
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2C}}
{{!}}-
{{Description|6|text=* Usable in Cyclone, increases in damage as Cyclone level increases


*Cyclone version hard knocks down.
===<big>{{clr|3|2C}}</big>===
{{BBTag Move Card|game=BBTag
|input=2C
|description=
* Usable in Cyclone, increases in damage as Cyclone level increases.
* Normal version knocks down on hit, Cyclone version hard knocks down on hit.


Akihiko's only low so you'll be using it a lot for mixups. Significantly buffed in 1.5 with Cyclone version now comboing into tons of stuff on hit.
Akihiko's only low so you'll be using it a lot for mix-ups. Significantly buffed in 1.5 with Cyclone version now being able to combo into a variety of attacks on hit. These include {{clr|1|2A}} on a close range hit, {{clr|2|2B}} on close range counter hit, and even another {{clr|3|2C}} by canceling Weaving into Ducking. Can be used to frame trap after A-Hook > duck as well as catching fuzzy jump attempts during Cyclone pressure.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBTag_Akihiko_jA.png |caption=
|name=j.A |input=j.BB
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|j.A}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
===<big>{{clr|1|j.A}}</big>===
}}
{{InputBadge|{{clr|2|j.BB}}}}
{{BBTag Move Card|game=BBTag
|input=j.A
|versioned=input
|description=
* Double jump cancelable.
 
While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > {{clr|2|j.B}}(2) to add a third high option for a man with only one low. He can also use rising {{clr|1|j.A}} to fuzzy a portion of the cast.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBTag_Akihiko_jB.png |caption=
|name=j.B |input=j.AA
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|j.B}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
===<big>{{clr|2|j.B}}</big>===
}}
{{BBTag Move Card|game=BBTag
|input=j.B
|description=
* Hits twice.
* Double jump cancelable on either hit.
* First hit knocks downwards, second hit launches upwards.
 
Akihiko's main jump-in tool and air combo part. While the first hit can be used to knockdown airborne opponents, Akihiko can get much better oki off of {{clr|3|j.C}} into Assault Dive so let both hits play out whenever possible.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
 
{{MoveData
===<big>{{clr|3|j.C}}</big>===
|image=BBTag_Akihiko_jC.png |caption=
{{BBTag Move Card|game=BBTag
|name=j.C
|input=j.C
|data=
|description=
{{AttackDataHeader-BBTag}}
* Knocks down on hit.
{{!}}-
 
{{#lsth:BBTag/Akihiko Sanada/Data|j.C}}
Persona attack with absolutely massive range that hits overhead. Better range than {{clr|3|5C}}. Usable as a surprise overhead or to bait anti-airs, or to space out opponents approaching on the ground. While nowhere near his best starter, the damage potential from it is respectable though resources are needed to convert it into a full combo without a counter hit, such as EX Assault Dive or an assist call. Instant {{clr|3|j.C}} can combo into {{clr|2|2B}} on CH. Can easily be spaced to be safe to most responses.
{{!}}-
{{Description|6|text=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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Akihiko_GroundThrow.png |caption=
|input=BC
|name=Ground Throw
|description=
|input=5B+C
* If Akihiko isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
|data=
* If done in Cyclone, Akihiko will perform Ducking (66) automatically before grabbing.
{{AttackDataHeader-BBTag}}
* Holding back while pressing throw results in a back throw.
{{!}}-
* Enters Cyclone state if the throw is successful. Usable in Cyclone.
{{#lsth:BBTag/Akihiko Sanada/Data|BC}}
* Opponents cannot burst during a throw.
{{!}}-
{{Description|6|text=* 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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Double Uppercut</font> ======
{{MoveData
|image=BBTag_Akihiko_DoubleUppercut.png |caption=
|name=Double Uppercut
|input=5A+D
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|AD}}
{{!}}-
{{Description|6|text=* 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.
===<big>Double Uppercut</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
{{BBTag Move Card|game=BBTag
|input=AD
|description=
* Hits 2 times. Both are air unblockable and launch opponents on hit.
* Opponents cannot burst during this attack.
* Usable in Cyclone, increases in damage as Cyclone level increases.
 
Akihiko's fastest reversal at 10 frames of start-up, though it suffers from a very poor horizontal hitbox. This is his most damaging meterless Cyclone combo ender if both hits connect but it isn't always viable due to this move's aforementioned lack of range. Grants basic meaty oki on hit and not much else.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Corkscrew</font> ======
===<big>Corkscrew</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
|image=BBTag_Akihiko_Corkscrew.png |caption=
{{BBTag Move Card|game=BBTag
|name=Corkscrew
|input=236A,236B
|input=236A/B
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Wall bounces on hit.
{{!}}-
* Increases in damage as Cyclone level increases.
{{AttackVersion|name=A}}
{{#lsth:BBTag/Akihiko Sanada/Data|236A}}
{{!}}-
{{Description|7|text=* Wallbounces on hit


Now a standalone special. 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.
{{clr|1|236A}} travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into {{clr|1|4A}} on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner.
----
* Wall bounces on hit.
* Increases in damage as Cyclone level increases.
* Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral.
* Can cancel into Ducking during Weaving.
* Taunts upon a successful projectile dodge, granting half a bar when completed.
* Taunt can be canceled into the same options as Weaving at any time.
* Counter fails against lows and throws.


Yet another move that was buffed in 1.5 with a slightly higher wallbounce, allowing you to combo off it on counterhit or off a high-enough air juggle.
{{clr|2|236B}} retreats and weaves back and forth, making him invincible against projectiles and body attribute attacks. If he dodges an attack, he throws up a thumbs up which builds meter and extends the invulnerability until he returns to neutral, allowing him to block or reversal against any attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking or punish by releasing corkscrew. The invulnerability can be used during pressure to bait reversals and non-low mashing. Note that the follow-up corkscrew is the same as the A version.
}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Akihiko Sanada/Data|236B}}
{{!}}-
{{Description|7|text=* Can be held. Can cancel into 66 while weaving.


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.
236B meter gain by Cyclone Level:


In 1.5, you can now cancel weaving into ducking (and back into weaving again) which significantly reduces the commitment required with weaving and gives an indefinitely unbroken period of projectile invul while building Cyclone levels with each input.
Lv 1 : 0.5 bars
}}
 
Lv 2 : 1.0 bars
 
Lv 3 : 1.5 bars
 
Lv 4 : 1.5 bars
 
Lv 5+ : 2.0 bars
}}
}}


====== <font style="visibility:hidden" size="0">Boomerang Hook</font> ======
===<big>Cyclone Follow Ups</big>===
{{MoveData
{{InputBadge|During Cyclone > {{clr|1|A}}/{{clr|2|B}}}}
|image=BBTag_Akihiko_BoomerangHook.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Akihiko_SonicPunch.png |caption2=
|input=Cyclone A,Cyclone B,Cyclone2 A,Cyclone2 B
|name=Cyclone Follow Ups
|versioned=input
|input=During Cyclone > A/B
|description=
|data=
* First A press in Cyclone or A after Sonic Punch.
{{AttackDataHeader-BBTag|version=yes}}
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
{{!}}-
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A}}
{{!}}-
{{Description|7|text=* 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.
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. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving a neutral assist call.
}}
----
{{!}}-
* Press B after Sonic Punch.
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
* Armors body attacks during start-up.
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B}}
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
{{!}}-
{{Description|7|text=* Press B after Sonic Punch


More startup and hitstun than A version. Now has armor midway through the startup.
More startup, damage, and hitstun than A version. Has armor midway through the startup, making it great for stagger pressure. Only works against body attacks so even non-low {{clr|1|2A}}'s will beat it. Vital for his combos as the level 5 Cyclone version can loop into A Sonic Punch for as long as hitstun permits for massive damage.
}}
----
{{!}}-
* Press A after Boomerang Hook.
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A}}
{{!}}-
{{Description|7|text=* Press A after Boomerang Hook
* Combos into B Hook at level 5 Cyclone
(
}}
{{!}}-
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B}}
{{!}}-
{{Description|7|text=* 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. Now has body invul midway through the startup.
Used as combo and blockstring filler. Vital for his combos as the level 5 Cyclone version can loop into B Boomerang Hook for as long as hitstun permits for massive damage.
}}
----
* First B press in Cyclone or B after Boomerang Hook.
* Body invulnerable during start-up.
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
 
More startup, damage, hitstun, and travel distance than A version. Usually only combos off {{clr|2|214B}}/{{clr|3|C}} or with an assist. Can be used as a neutral or pressure tool to close distance. Has invulnerability through the startup, making it great for stagger pressure. Took a heavy P1 nerf into 1.5 meaning it's no longer his best starter.
}}
}}


====== <font style="visibility:hidden" size="0">Ducking</font> ======
 
{{MoveData
===<big>Ducking</big>===
|image=BBTag_Akihiko_Ducking.png |caption=
{{InputBadge|66}}
|name=Ducking
{{BBTag Move Card|game=BBTag
|input=66
|input=66
|data=
|description=
{{AttackDataHeader-BBTag}}
* Projectile invulnerable and low profiles.
{{!}}-
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lsth:BBTag/Akihiko Sanada/Data|66}}
* Earliest cancel into cyclone options on frame 13 (1st frame of startup is on frame 14). (TENTATIVE).
{{!}}-
 
{{Description|6|text=* Projectile invul and low profiles
Akihiko lowers his body and dashes forward, fazing through projectiles and going under some attacks. Used in neutral to close the distance quickly while keeping himself safe from zoning. Can also be used to reset pressure or to increase his Cyclone level while an assist is hitting the opponent. If timed correctly, this move can evade bursts, leading into A Boomerang Hook starter for massive damage.
* Usable in Cyclone and goes into Cyclone follow-ups


Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes!
}}
}}
}}


====== <font style="visibility:hidden" size="0">Assault Dive</font> ======
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption=
|name=Assault Dive
|input=214A/B (air OK)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akihiko Sanada/Data|214A}}
{{!}}-
{{Description|7|text=* 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.
===<big>Assault Dive</big>===
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=214A,214B,j.214A,j.214B
|versioned=input
|description=
* Becomes airborne around frame 5.
* Hits two times. Both hits knockdown airborne opponents.
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.


As of 1.5, all versions now hit overhead; A version can be used as a throw bait/mixup, while B version can be used with Active Switch to set up unblockables.
As {{clr|1|214A}} goes airborne early into its start-up, it can be used during pressure to bait throws or mashing with lows, not to mention the fact that its a safe on block overhead. On hit, it can combo into Cyclone followups for increased damage and a knockdown. If this hits an airborne opponent, the opponent can tech immediately so use the B version in that situation instead. Combos into B Cyclone Follow-ups on a grounded counter hit.
}}
----
{{!}}-
* Akihiko becomes airborne around frame 5.
{{AttackVersion|name=Ground B}}
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
{{#lsth:BBTag/Akihiko Sanada/Data|214B}}
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.
{{!}}-
{{Description|7|text=* Important points go here


Slower but more stun on hit. Combos into B Sonic Punch on air hit.
{{clr|2|214B}} is slower but it travels further and deals more damage. Used in pressure to set-up unblockables via Active Switch. The ground bounce against airborne opponents is vital for assist combos, leading into massive damage via B Boomerang Hook to A Sonic Punch loop.
}}
----
{{!}}-
* Hits two times. Both hits knockdown airborne opponents.
{{AttackVersion|name=Air A}}
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A}}
{{!}}-
{{Description|7|text=* 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. Completely unreactable overhead when TK'd, but you can't combo it into anything.
{{clr|1|214A}} is Akihiko's basic air combo ender. Lacks any follow-up potential and has limited oki. One simple set-up involves canceling this move into Ducking then into B Sonic Punch. This covers all tech options and leads into high damage on hit but losses to all reversals and back dashes. This move can also be used after a jump-cancel to do an unreactable overhead which is good for finishing off low health opponents.
}}
----
{{!}}-
* Hits two times. Both hits knockdown airborne opponents.
{{AttackVersion|name=Air B}}
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B}}
{{!}}-
{{Description|7|text=* Important points go here


Detailed description of the usefulness of the move go here
{{clr|2|214B}} is slower but it travels further and deals more damage. Can be used to end air combos after {{clr|3|j.C}} if Akihiko has the right spacing or if the opponent is in the corner. Simply double jump cancel in place during an air combo and do {{clr|1|j.AA}} > {{clr|3|j.C}} > {{clr|2|j.214B}} and it should work every time mid-screen. Has no practical use outside of combos.
}}
}}
}}
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Corkscrew</font> ======
===<big>EX Corkscrew</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Akihiko_Corkscrew.png |caption=
{{BBTag Move Card|game=BBTag
|name=EX Corkscrew
|input=236C
|input=236C
|data=
|description=
{{AttackDataHeader-BBTag}}
* Wall bounces on hit.
{{!}}-
* Ducking crosses up if done close to the opponent.
{{#lsth:BBTag/Akihiko Sanada/Data|236C}}
* Increases in damage as Cyclone level increases.
{{!}}-
{{Description|6|text=* 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.
SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off {{clr|2|5B}} or {{clr|3|2C}}, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version.
}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Assault Dive</font> ======
===<big>EX Assault Dive</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}} (Air OK)}}
|image=BBTag_Akihiko_AssaultDive.png |caption=
{{BBTag Move Card|game=BBTag
|name=EX Assault Dive
|input=214C,j.214C
|input=214C (air OK)
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Akihiko becomes airborne around frame 5.
{{!}}-
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
{{AttackVersion|name=Ground}}
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.
{{#lsth:BBTag/Akihiko Sanada/Data|214C}}
{{!}}-
{{Description|7|text=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.


As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.
Has greater speed than the A version while retaining the B version's ground bounce, making it a important tool for extending solo combo. Get the opponent in the air (like off a grounded Cyclone {{clr|3|2C}} hit or any {{clr|1|4AAA}} or {{clr|1|5AAA}} hit) then use this move to go into his B Boomerang Hook to A Sonic Punch loop. Not recommended for use in pressure as it is only two frames faster than the A version and has the same frame disadvantage on block.
}}
----
{{!}}-
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
{{AttackVersion|name=Air}}
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C}}
{{!}}-
{{Description|7|text=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.


Is an overhead as of 1.5, meaning TK j.214C is unreactable like the A version, but you can combo off it like the B version.
The air version is a lightning fast overhead that can continue into a full combo, making it a powerful unreactable overhead. In fact, if it is Tiger Kneed on block off of {{clr|1|4AA}}, {{clr|2|2B}}, or either hit of {{clr|1|5A}} and {{clr|1|5AA}}, it is gap-less. Also used to convert {{clr|3|j.C}} into a full combo, allowing Akihiko to transition from an air combo into a ground combo.
}}
}}
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|{{clr|2|5B}}}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
* Hits 5 times.
* Final hit launches opponents on hit.


====== <font style="visibility:hidden" size="0">5P</font> ======
Akihiko's best assist for locking down opponents in blockstun. Does high damage in combos but can quickly use up the combo's scaling so use carefully.
{{MoveData
|image=BBTag_Akihiko_5B.png |caption=
|input=5B
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5P}}
{{!}}-
{{Description|6|text=* Important points go here
 
Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
 
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption=
|input=Corkscrew
|name=6P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|6P}}
{{!}}-
{{Description|6|text=* Important points go here


Ducking to Corkscrew. Goes fullscreen.
===<big>{{clr|5|6P}}</big>===
{{InputBadge|Corkscrew}}
{{BBTag Move Card|game=BBTag
|input=6P
|description=
* Low profiles really well during its initial frames, letting it avoid many normals and projectiles https://twitter.com/Zankoku/status/1367263300145180673.
* Wall bounces on hit.


}}
Ducking into Corkscrew. The initial low profile lets Akihiko avoid many attacks and punish zoning. Goes full-screen. Has the highest damage out of all of his assists and the least scaling so use this one for combos whenever possible.
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
|image=BBTag_Akihiko_SonicPunch.png |caption=
|input=Sonic Punch
|name=4P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|4P}}
{{!}}-
{{Description|6|text=* Important points go here


Can combo into itself during cross combo
===<big>{{clr|5|4P}}</big>===
}}
{{InputBadge|Sonic Punch}}
{{BBTag Move Card|game=BBTag
|input=4P
|description=
* Launches opponents on hit.
 
Akihiko's fastest assist which also has the best vertical hitbox, making it a great anti-air. Can combo into his {{clr|1|5A}} via an Active switch and can loop into itself during a Cross Combo for a burst safe combo route.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Cyclone Uppercut</font> ======
===<big>Cyclone Uppercut</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Akihiko_CycloneUppercut.png |caption=
{{BBTag Move Card|game=BBTag
|input=236B+C
|input=236BC Lv 0,236BC Lv 1,236BC Lv 2,236BC Lv 3,236BC Lv 4,236BC Lv 5
|name=Cyclone Uppercut
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Invincible on start-up.
{{!}}-
* Damage, the number of hits, and the frame advantage on hit increases with Cyclone level.
{{AttackVersion|name=Level 0}}
* All hits launch opponents on hit.
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0}}
{{!}}-
{{AttackVersion|name=Level 1}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1}}
{{!}}-
{{AttackVersion|name=Level 2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2}}
{{!}}-
{{AttackVersion|name=Level 3}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3}}
{{!}}-
{{AttackVersion|name=Level 4}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4}}
{{!}}-
{{AttackVersion|name=Level 5}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5}}
{{!}}-
{{Description|7|text=* 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.
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. Can grant safe-jump oki with at least Cyclone level 1. Notably slower and less safe on block or whiff than Double Uppercut which makes it a poor reversal. Start-up speed increases at Cyclone level 1, making it at least a little better during pressure but still not recommended for anything outside of a combo.
 
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
===<big>Maziodyne</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBTag_Akihiko_Maziodyne.png |caption=
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC
|name=Maziodyne
|description=
|data=
* Invincible on start-up.
{{AttackDataHeader-BBTag}}
* Increases in damage as Cyclone level increases.
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|214BC}}
{{!}}-
{{Description|6|text=* 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.
Caesar calls forth lightning that hits everywhere simultaneously. Full-screen punish and reversal tool but one that is extremely negative on block. It is also a projectile so projectile invincible moves can completely disrespect it. Deals less damage and has worse oki than Cyclone Uppercut so only use this move in combos if the uppercut would whiff.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Maziodyne</big>===
|image=BBTag_Akihiko_Maziodyne.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Maziodyne
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
* Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Earth Breaker</big>===
|image=BBTag_Akihiko_EarthBreaker.png |caption=
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2=
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Earth Breaker
|description=
|data=
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
{{AttackDataHeader-BBTag}}
* Invincible on start-up.
{{!}}-
* Grants victory upon a successful hit
{{#lsth:BBTag/Akihiko Sanada/Data|222BC}}
* Vacuums the opponent from anywhere on the screen.
{{!}}-
{{Description|6|text=* Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.


Can be blocked, unlike in P4A, so don’t try any monkey business.
Caesar pulls opponents into his globe. If it hits, they are placed on the globe of a humongous Caesar where Akihiko drops down on them from above with his fists, blowing up the globe and winning the match. The extreme vacuum effect on this move, the invincibility on start-up, and the fast start-up allows Akihiko to use this as a powerful full-screen punish. High-risk, high-reward as landing it guarantees victory but if the opponent blocks it Akihiko is unlikely to come back from the ensuing punish.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Colors==
*[https://blazblue.wiki/wiki/Akihiko_Sanada#Palettes Color Palettes on https://blazblue.wiki]
==Navigation==
==Navigation==
{{#lsth:BBTag/Akihiko Sanada/Data|Links}}
<center>{{Character Label|BBTag|Akihiko Sanada|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Akihiko Sanada/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Akihiko Sanada]]
{{BBTag/Navigation}}
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 21:22, 8 March 2024


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Overview

Overview
Akihiko is a rush-down character that utilizes a unique "rekka" system that allows him to chain special moves together for aggressive pressure and mix-ups. As he fights primarily with his fists Akihiko has short range but in exchange has high movement speed and has multiple specials that allow him to bob and weave through enemy attacks.
Akihiko Sanada
BBTag Akihiko Portrait.png
Health
18,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Unique Movement Options
Ducking
Fastest Attack
4A (5F)
Reversals
A+D (17F)
236B+C (12F)
214B+C (16F)
Pros
Cons
  • Extremely high damage both raw and in combos.
  • 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.
  • Persona attacks have fantastic range.
  • Extremely short range on non-persona attacks.
  • Mix-up RPS can be risky if opponent guesses correctly.
  • Only has one low.
  • Low jump height.


Unique Ability: Cyclone Level

Akihiko has certain moves that put him in Cyclone state. Once in it, he can cancel any special into any other special move as well as 5C and 2C to increase to +1 Cyclone Level. As Cyclone Level increases, his attacks become stronger, dealing more damage and stun, enabling more damaging combos. Cyclone attacks can be used an unlimited amount of times but they cannot be used twice in a row (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). Returning to neutral, jumping, getting hit, or switching characters all reset Cyclone Level to zero.

Moves that enter Cyclone state: Throw, 5B, and all special moves except Corkscrew and Double Uppercut.

Moves usable in Cyclone state: Throw, 5C, 2C, all special moves, all supers, and Astral.

Moves affected by Cyclone level: Throw, 2C, all special moves, and all supers.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 5 2 11 +1 B
4AA 1500 All 9 2 19 -4 B
4AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B
4AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

4A is a quick jab, good at starting pressure or interrupting an opponent's blockstring. Excellent at resetting pressure as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to stagger and hit confirm during pressure.


  • Jump cancelable.
  • Throw cancelable.
  • Vacuums on hit

4AA is a followup punch that is used as blockstring and combo filler. Good for a surprise corner steal if you're feeling in the mood for assist shenanigans or if you want to catch the opponent with EX Corkscrew in the corner.


  • Hits 4 times.
  • Last hit launches on hit.

4AAA swaps sides four times, throwing out a punch between each one. Unfortunately, if one of the hits whiffs for what ever reason Akihiko enters recovery immediately, making this attack highly susceptible to punishes after reject guards. This move also cannot cross up on its own as it keeps opponents in true blockstun and it cannot cancel into any other moves until the last punch hits something. Thankfully, calling an assist while Akihiko is behind the opponent will summon them on that side thus creating a sandwich situation.


  • Hits 10 times. Follow-up attack only hits the opponent's point character.
  • Opponent is invincible to all other attacks until Caesar releases them.
  • Opponents cannot burst during this attack.

4AAAA grants Akihiko safe-jump oki against neutral and forward techs at mid-screen and neutral and back techs in the corner. Unlike most 4A autocombo enders, this move can cancel into Cross Raid which greatly increases a combo's damage and safely switches Akihiko to the backline.

Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 3 100 80
4AAAA 3, 5×8 90 80

4A:
4AA:
4AAA:
4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 950×2 All 7 3(3)3 20 -6 B
5AA 950×2 All 8 5(3)2 19 -4 B
5AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B
5AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.

Both hits of 5A can be canceled into a variety of different options including going into 2A and 2B back into another use of 5A. The second hit retains its cancel options even if it whiffs so long as the first hit something, making it strong against reject guards. It's also his best practical starter, having both good damage and scaling. This makes 5A the most important normal for both combos and pressure in his arsenal thanks to its versatility and damage potential. Unfortunately startup was nerfed compared to his P4AU version and its range is woefully short. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.


  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.
  • Second hit vacuums.

5AA's second hit has a vacuum effect that's useful for extending blockstrings and some particular combos but its poor damage scaling means it should be avoided in combos whenever possible. Has the same cancel options and offensive flexibility as 5A so the mix-up potential off this move is high. Note that only one use of 5AA is allowed per string.


  • 5AAA is identical to 4AAA.

See 4AAA description for more information.


  • 5AAAA is identical to 4AAAA.

See 4AAAA description for more information.

Version Level P1 P2
5A 3 100 85
5AA 3 100 80
5AAA 3 100 80
5AAAA 3, 5×8 90 80

5A:
5AA:
5AAA:
5AAAA:


5B

Kill Rush

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B
  • If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
  • Follow-up hits are only done if the first hit something.
  • Enters Cyclone state.

Akihiko's old Kill Rush special, where he dashes forward and performs a flurry of punches. Has fast startup and forward movement which compensates 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 than one might expect. Puts Akihiko in Cyclone state which means that using this move will lock him out of safer buttons such as 4A or 5A, making it somewhat committal. Hugely buffed in 1.5 with the travel distance being roughly twice as far, allowing you to punish the opponent's poor choices in neutral and their reject guard attempts easily.

Level P1 P2
4 80 85
  • Values in [] are on whiff


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 5 22 -10 B
  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.
  • Usable in Cyclone.

Akihiko's old 5C. Caesar appears slightly behind Akihiko and slashes downward. Unlike most other 5C's it has huge vertical and horizontal range and can be canceled into like a special when used in Cyclone state, making it a reliable mix-up tool. Notably, with its fast startup it can be used as a knockdown ender for juggle combos, rewarding Akihiko with a safejump. Also notable for being one of his very few Persona moves and for being the only Cyclone state move that is unaffected by his Cyclone level.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 11 -1 F
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but 2A generally has a better vertical hitbox and doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not done at point-blank range so go into 4A or 5B instead. Can combo from a close range Cyclone 2C, leading into high damage in the corner.

Level P1 P2
1 100 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 7 5 25 -13 B 5~11 H
  • Jump cancelable.

Standard anti-air with fast startup and surprisingly decent range (longer than the first hit of 5A) despite appearances. Also used as combo and blockstring filler.

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700+150×(C-1) Low 13 [9] 5 20 [29] -6 [-15] F
  • Usable in Cyclone, increases in damage as Cyclone level increases.
  • Normal version knocks down on hit, Cyclone version hard knocks down on hit.

Akihiko's only low so you'll be using it a lot for mix-ups. Significantly buffed in 1.5 with Cyclone version now being able to combo into a variety of attacks on hit. These include 2A on a close range hit, 2B on close range counter hit, and even another 2C by canceling Weaving into Ducking. Can be used to frame trap after A-Hook > duck as well as catching fuzzy jump attempts during Cyclone pressure.

Level P1 P2
4 90 85
  • Damage increases with Cyclone Level
  • Values in [] are when Cyclone Level 1 or higher


j.A

j.BB

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 7 2 11 H
  • Double jump cancelable.

While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > j.B(2) to add a third high option for a man with only one low. He can also use rising j.A to fuzzy a portion of the cast.

Version Level P1 P2
j.A 3 100 80

j.A:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×2 High 9 3(3)3 15 H
  • Hits twice.
  • Double jump cancelable on either hit.
  • First hit knocks downwards, second hit launches upwards.

Akihiko's main jump-in tool and air combo part. While the first hit can be used to knockdown airborne opponents, Akihiko can get much better oki off of j.C into Assault Dive so let both hits play out whenever possible.

Level P1 P2
3 100 90


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 21 4 35+4L -8 on TK, -2 at best H
  • Knocks down on hit.

Persona attack with absolutely massive range that hits overhead. Better range than 5C. Usable as a surprise overhead or to bait anti-airs, or to space out opponents approaching on the ground. While nowhere near his best starter, the damage potential from it is respectable though resources are needed to convert it into a full combo without a counter hit, such as EX Assault Dive or an assist call. Instant j.C can combo into 2B on CH. Can easily be spaced to be safe to most responses.

Level P1 P2
5 80 90


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×4 Throw 20 [3] 3 23 T 4~13 P [None]
  • If Akihiko isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • If done in Cyclone, Akihiko will perform Ducking (66) automatically before grabbing.
  • Holding back while pressing throw results in a back throw.
  • Enters Cyclone state if the throw is successful. Usable in Cyclone.
  • Opponents cannot burst during a throw.

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.

Level P1 P2
0, 3×4 100 50
  • Minimum Damage 2000
  • Values in [] are when performed during Ducking


Double Uppercut

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(1500-2500)×2 Air Unblockable 10 3(4)3 43 -27 B 1~19 All
  • Hits 2 times. Both are air unblockable and launch opponents on hit.
  • Opponents cannot burst during this attack.
  • Usable in Cyclone, increases in damage as Cyclone level increases.

Akihiko's fastest reversal at 10 frames of start-up, though it suffers from a very poor horizontal hitbox. This is his most damaging meterless Cyclone combo ender if both hits connect but it isn't always viable due to this move's aforementioned lack of range. Grants basic meaty oki on hit and not much else.

Level P1 P2
4 80 60
  • Damage increases with Cyclone level. 1500+(200×Cyclone Level)×2
  • Minimum Damage per Cyclone Level: 75×2 (150) / 85×2 (170) / 95×2 (190) / 105×2 (210) / 115×2 (230) / 125×2 (250)


Skills

Corkscrew

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A (2000-3000) All 9 8 31 -13 B
236B (2000-3000) All 16~48 8 31 -13 B 5~(11~43) BP
  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.

236A travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into 4A on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner.


  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.
  • Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral.
  • Can cancel into Ducking during Weaving.
  • Taunts upon a successful projectile dodge, granting half a bar when completed.
  • Taunt can be canceled into the same options as Weaving at any time.
  • Counter fails against lows and throws.

236B retreats and weaves back and forth, making him invincible against projectiles and body attribute attacks. If he dodges an attack, he throws up a thumbs up which builds meter and extends the invulnerability until he returns to neutral, allowing him to block or reversal against any attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking or punish by releasing corkscrew. The invulnerability can be used during pressure to bait reversals and non-low mashing. Note that the follow-up corkscrew is the same as the A version.

236B meter gain by Cyclone Level:

Lv 1 : 0.5 bars

Lv 2 : 1.0 bars

Lv 3 : 1.5 bars

Lv 4 : 1.5 bars

Lv 5+ : 2.0 bars

Version Level P1 P2
236A 5 80 90
236B 5 80 90

236A:

  • Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150


236B:

  • Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Hold button to not attack at all. Total duration for this is 50F, Inv: 4~44 BP
  • If button is held and invincibility is triggered during 15~44F, Akihiko enters thumbs up stance (24F, inv 1~End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
  • Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150

Cyclone Follow Ups

During Cyclone > A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Cyclone A (1350-2100) All 13 4 18 -6 B
Cyclone2 B (1550-2300) All 21 3 18 -5 B 4~20 Guard B
Cyclone2 A (1300-2300) All 13 4 18 -6 B
Cyclone B (1500-2500) All 21 4 18 -6 B 4~20 B
  • First A press in Cyclone or A after Sonic Punch.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

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. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving a neutral assist call.


  • Press B after Sonic Punch.
  • Armors body attacks during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, and hitstun than A version. Has armor midway through the startup, making it great for stagger pressure. Only works against body attacks so even non-low 2A's will beat it. Vital for his combos as the level 5 Cyclone version can loop into A Sonic Punch for as long as hitstun permits for massive damage.


  • Press A after Boomerang Hook.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

Used as combo and blockstring filler. Vital for his combos as the level 5 Cyclone version can loop into B Boomerang Hook for as long as hitstun permits for massive damage.


  • First B press in Cyclone or B after Boomerang Hook.
  • Body invulnerable during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, hitstun, and travel distance 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. Has invulnerability through the startup, making it great for stagger pressure. Took a heavy P1 nerf into 1.5 meaning it's no longer his best starter.

Version Level P1 P2
Cyclone A 3 100 80-90
Cyclone2 B 3 90 80-90
Cyclone2 A 3 90 80-90
Cyclone B 3 90 80-90

Cyclone A:

  • Damage increases with Cyclone level. 1350+(150×Cyclone Level)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Minimum Damage per Cyclone Level: 67 / 75 / 82 / 90 / 97 / 105


Cyclone2 B:

  • Damage increases with Cyclone level. 1550+(150×Cyclone Level)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • On Guard Point, hitstop for Akihiko is reduced by 1F. Opponent hitstop is unchanged
  • Minimum Damage per Cyclone Level: 77 / 85 / 92 / 100 / 107 / 115


Cyclone2 A:

  • Damage improves with Cyclone Level. 1300+(200×C)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Untech improves with Cyclone Level. Values in () are on Counter Hit. Lv1-4: 19 (33), Lv5: 24 (38)
  • Minimum Damage per Cyclone Level 65 / 75 / 85 / 95 / 105 / 115


Cyclone B:

  • Damage improves with Cyclone Level. 1500+(200×C)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Minimum Damage 75 / 85 / 95 / 105 / 115 / 125


Ducking

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
25 5~17 P
  • Projectile invulnerable and low profiles.
  • Enters Cyclone state and goes into Cyclone follow-ups.
  • Earliest cancel into cyclone options on frame 13 (1st frame of startup is on frame 14). (TENTATIVE).

Akihiko lowers his body and dashes forward, fazing through projectiles and going under some attacks. Used in neutral to close the distance quickly while keeping himself safe from zoning. Can also be used to reset pressure or to increase his Cyclone level while an assist is hitting the opponent. If timed correctly, this move can evade bursts, leading into A Boomerang Hook starter for massive damage.

Level P1 P2


Assault Dive

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A (900-1900)×2 High, All 26 Until L(4)2 22 -5 H, B
214B (900-1900)×2 High, All 40 Until L(4)2 22 -5 H, B
j.214A 1100×2 High, All 10 Until L(4)2 22 -5 H, B
j.214B 1300×2 High, All 25 Until L(4)2 22 -5 H, B
  • Becomes airborne around frame 5.
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

As 214A goes airborne early into its start-up, it can be used during pressure to bait throws or mashing with lows, not to mention the fact that its a safe on block overhead. On hit, it can combo into Cyclone followups for increased damage and a knockdown. If this hits an airborne opponent, the opponent can tech immediately so use the B version in that situation instead. Combos into B Cyclone Follow-ups on a grounded counter hit.


  • Akihiko becomes airborne around frame 5.
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

214B is slower but it travels further and deals more damage. Used in pressure to set-up unblockables via Active Switch. The ground bounce against airborne opponents is vital for assist combos, leading into massive damage via B Boomerang Hook to A Sonic Punch loop.


  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

214A is Akihiko's basic air combo ender. Lacks any follow-up potential and has limited oki. One simple set-up involves canceling this move into Ducking then into B Sonic Punch. This covers all tech options and leads into high damage on hit but losses to all reversals and back dashes. This move can also be used after a jump-cancel to do an unreactable overhead which is good for finishing off low health opponents.


  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

214B is slower but it travels further and deals more damage. Can be used to end air combos after j.C if Akihiko has the right spacing or if the opponent is in the corner. Simply double jump cancel in place during an air combo and do j.AA > j.C > j.214B and it should work every time mid-screen. Has no practical use outside of combos.

Version Level P1 P2
214A 4 80 80×2
214B 4 80 95×2
j.214A 4 80 90×2
j.214B 4 80 90×2

214A:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)


214B:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)


j.214A:

  • Minimum Damage 55×2 (110)


j.214B:

  • Minimum Damage 65×2 (130)

Extra Skills

EX Corkscrew

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(2200-3200) All 16 8 31 -18 B 4~11 P
  • Wall bounces on hit.
  • Ducking crosses up if done close to the opponent.
  • Increases in damage as Cyclone level increases.

SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off 5B or 2C, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version.

Level P1 P2
5 80 90
  • Damage improves with Cyclone Level. 2200+200×C
  • Minimum Damage per Cyclone Level 220 / 240 / 260 / 280 / 300 / 320

EX Assault Dive

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C (900-1900)×2 High, All 24 Until L(4)2 22 -5 H, B
j.214C 1300×2 High, All 10 Until L(4)2 22 -5 H, B
  • Akihiko becomes airborne around frame 5.
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

Has greater speed than the A version while retaining the B version's ground bounce, making it a important tool for extending solo combo. Get the opponent in the air (like off a grounded Cyclone 2C hit or any 4AAA or 5AAA hit) then use this move to go into his B Boomerang Hook to A Sonic Punch loop. Not recommended for use in pressure as it is only two frames faster than the A version and has the same frame disadvantage on block.


  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

The air version is a lightning fast overhead that can continue into a full combo, making it a powerful unreactable overhead. In fact, if it is Tiger Kneed on block off of 4AA, 2B, or either hit of 5A and 5AA, it is gap-less. Also used to convert j.C into a full combo, allowing Akihiko to transition from an air combo into a ground combo.

Version Level P1 P2
214C 4×2 80 80×2
j.214C 4×2 80 80×2

214C:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level 90×2 (180) / 110×2 (220) / 130×2 (260) / 150×2 (300) / 170×2 (340) / 190×2 (380)


j.214C:

  • Minimum Damage 130×2 (260)


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B
  • Hits 5 times.
  • Final hit launches opponents on hit.

Akihiko's best assist for locking down opponents in blockstun. Does high damage in combos but can quickly use up the combo's scaling so use carefully.

Level P1 P2
4 80 85
  • Values in [] are on whiff
  • Minimum Damage 25×5 (125)


6P

Corkscrew

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+24 8 41 -28 B

Ducking into Corkscrew. The initial low profile lets Akihiko avoid many attacks and punish zoning. Goes full-screen. Has the highest damage out of all of his assists and the least scaling so use this one for combos whenever possible.

Level P1 P2
5 70 90
  • Minimum Damage 100


4P

Sonic Punch

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+10 4 28 -15 B
  • Launches opponents on hit.

Akihiko's fastest assist which also has the best vertical hitbox, making it a great anti-air. Can combo into his 5A via an Active switch and can loop into itself during a Cross Combo for a burst safe combo route.

Level P1 P2
3 70 80
  • Minimum Damage 75


Distortion Skills

Cyclone Uppercut

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC Lv 0 3500, 1500×3
[2800×2, 3500]
All 6+(33 Flash)+6
[3+(33 Flash)+4]
3(6)4,2,6
[3(6)2(??+15)2]
Until L+24 -47 [-36] B 1~22 All
[1-15 All]
236BC Lv 1 3500, 1050×5
[2800×2, 1500×3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,3×2
[3(6)2(??+15)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
236BC Lv 2 3500, 1200×5
[2800×2, 1700×3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,3×2
[3(6)2(??+10)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
236BC Lv 3 3500, 1000×7
[2500×2, 600×10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,1×3,3
[3(6)2(??+10)6,1×7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
236BC Lv 4 3500, 1150×7
[2500×2, 670×10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,1×3,3
[3(6)2(??+10)6,1×7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
236BC Lv 5 3500, 600×15
[2500×2, 500×6, 2200×2]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×7,1×8
[3(6)2(??+10)6,2×3,3×2(??+24)9,12]
Until L+24L -99 [-105] B 1~17 All
[1-15 All]
  • Invincible on start-up.
  • Damage, the number of hits, and the frame advantage on hit increases with Cyclone level.
  • All hits launch opponents on hit.

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. Can grant safe-jump oki with at least Cyclone level 1. Notably slower and less safe on block or whiff than Double Uppercut which makes it a poor reversal. Start-up speed increases at Cyclone level 1, making it at least a little better during pressure but still not recommended for anything outside of a combo.

Version Level P1 P2
236BC Lv 0 5 80 80, 95×3 [90×2, 75]
236BC Lv 1 5 80 80, 95×5
[90×6]
236BC Lv 2 5 80 80, 95×5
[90×5]
236BC Lv 3 5 80 80, 95×7
[90×2, 97×10]
236BC Lv 4 5 80 80, 95×7
[90×2, 97×10]
236BC Lv 5 80 80, 98×15
[90×2, 97×6, 95×2]

236BC Lv 0:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 300×3 (2020) [840×2, 630 (2310)]


236BC Lv 1:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 199×5 (2115) [840×2, 255×3 (2445)]


236BC Lv 2:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 216×5 (2200) [840×2, 289×3 (2547)]


236BC Lv 3:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 170×7 (2310) [840×2, 120×10 (2880)]


236BC Lv 4:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 184×7 (2408) [840×2, 134×10 (3020)]


236BC Lv 5:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 90×15 (2470) [840×2, 100×6, 506×2 (3198)]

Maziodyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(480-720)×16
[(410-615)×24]
All 4+(45 Flash)+12 {1(1)}×15,1
[{1(1)}×23,1]
Total: 98 [Total: 113] -36 [-35] P2 1~22 All
  • Invincible on start-up.
  • Increases in damage as Cyclone level increases.

Caesar calls forth lightning that hits everywhere simultaneously. Full-screen punish and reversal tool but one that is extremely negative on block. It is also a projectile so projectile invincible moves can completely disrespect it. Deals less damage and has worse oki than Cyclone Uppercut so only use this move in combos if the uppercut would whiff.

Level P1 P2
3 80 97×16 [98×24]
  • Values in [] are for Enhanced version
  • Damage improves with Cyclone Level. (480+48×C)×16 [(410+41×C)×24]
  • Minimum Damage per Cyclone Level: 72×16 (1152) / 79×16 (1264) / 86×16 (1376) / 93×16 (1488) / 100×16 (1600) / 108×16 (1728)
  • Enhanced version Minimum Damage per Cyclone Level: 57×24 (1368) / 63×24 (1512) / 68×24 (1632) / 74×24 (1776) / 80×24 (1920) / 86×24 (2064)


Distortion Skill Duo

Maziodyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
125×16 [100×23, 200] All 1+(85 Flash)+1 {1(1)}×15,1
[{1(1)}×23,1]
Total: 83 [Total: 97] -35 [-33] P2 1~6 All
  • Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.

Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.

Level P1 P2
3 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Earth Breaker

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(92 Flash)+11 Total: 140 -95 1~44 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit
  • Vacuums the opponent from anywhere on the screen.

Caesar pulls opponents into his globe. If it hits, they are placed on the globe of a humongous Caesar where Akihiko drops down on them from above with his fists, blowing up the globe and winning the match. The extreme vacuum effect on this move, the invincibility on start-up, and the fast start-up allows Akihiko to use this as a powerful full-screen punish. High-risk, high-reward as landing it guarantees victory but if the opponent blocks it Akihiko is unlikely to come back from the ensuing punish.

Level P1 P2
5


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