Difference between revisions of "BBTag/Akihiko Sanada"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akihiko Sanada}}
|-
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
!Akihiko
+
{{FlexContainer}}
|-
+
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
||
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{{FP Box|header=Overview
[[File:BBTag_Akihiko_Portrait.png|350x500px|center]]
+
|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.
||
+
{{Bio
{{#lsth:BBTag/Akihiko Sanada/Data|SystemData}}
+
| name = Akihiko Sanada
;Movement Options
+
| game = BBTag
* Double Jump, 1 Airdash, Dash Type: Run, Ducking
+
| quote = For quite some time I have remained patient for this moment that is now at hand
 +
| lore =
 +
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
+
}}
:Aggressive, Short-range, Avalanche
+
{{StrengthsAndWeaknesses
 +
|intro=
  
;Team role
+
|pros=
:Point
+
* Extremely high damage both raw and in combos.
|}
+
* Strong mixup game with high reward.
<div style="float:left; margin-right:25px;">
+
* High HP.
{{TOC limit|2}}
+
* Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
</div>
+
* Persona attacks have fantastic range.
==Overview==
+
|cons=
 +
* Extremely short range on non-persona attacks.
 +
* Mix-up RPS can be risky if opponent guesses correctly.
 +
* Only has one low.
 +
* Persona attacks are slow and very unsafe on whiff or block.
  
 +
}}
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=BBTag
 +
| fullname=Akihiko Sanada
 +
| health={{#lst:{{PAGENAME}}/Data|health}}
 +
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
 +
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
 +
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
 +
}}
 +
}}
 +
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
 +
{{FP Box
 +
| header=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 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.
  
===Backstory===
+
'''Moves that enter Cyclone state:''' Throw, 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, 5C, 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, 2C, all special moves, and all supers.
 +
}}
  
===Strengths/Weaknesses===
+
==Normal Moves==
{|
+
===<big>4A</big>===
|-style="text-align:left;"
+
<div class="attack-container">
! Strengths !! Weaknesses
+
<div class="attack-gallery">
|- style="vertical-align:top;text-alighn:left"
+
<gallery widths="210px" heights="210px" mode="nolines">
| style="width: 50%;"|
+
BBTag_Akihiko_4A.png |P4AU Classic, but now +1.
* Extremely high damage
+
BBTag_Akihiko_4AA.png |Isn't this a rabbit punch? Pretty sure that's illegal.
* Strong mixup game with high reward
+
BBTag_Akihiko_4AAA.png |What was once a shit auto combo is now serviceable because of AS.
* High HP
+
BBTag_Akihiko_4AAAA.png |Situational combo ender.
* Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
+
</gallery>
| style="width: 50%;"|
+
</div>
* Extremely short range on most buttons
+
<div class="attack-info">
* Mixup RPS can be risky if opponent guesses correctly
+
{| class="wikitable attack-data"
* Only one low button
+
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 +
{{AttackVersion|name=4A}}
 +
{{#lst:{{PAGENAME}}/Data|4A}}
 +
|-
 +
{{AttackVersion|name=4AA}}
 +
{{#lst:{{PAGENAME}}/Data|4AA}}
 +
|-
 +
{{AttackVersion|name=4AAA}}
 +
{{#lst:{{PAGENAME}}/Data|4AAA}}
 
|-
 
|-
 +
{{AttackVersion|name=4AAAA}}
 +
{{#lst:{{PAGENAME}}/Data|4AAAA}}
 
|}
 
|}
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
+
==== ====
<br style="clear:both;"/>
+
* Chains into itself 3 times.
 +
* Jump cancelable.
 +
* Throw cancelable.
  
==Normal Moves==
+
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
+
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.
+
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.
+
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">5A</font> ======
+
===<big>5A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Akihiko_5A.png |caption=
+
<div class="attack-gallery">
|image2=BBTag_Akihiko_5AA.png |caption2=
+
<gallery widths="210px" heights="210px" mode="nolines">
|image3=BBTag_Akihiko_4AAA.png |caption3=
+
BBTag_Akihiko_5A.png |Boom Boom
|image4=BBTag_Akihiko_4AAAA.png |caption4=
+
BBTag_Akihiko_5AA.png |Double Uppercut... but not really.
|name=5A
+
BBTag_Akihiko_4AAA.png |Now off of a better starter.
|data=
+
BBTag_Akihiko_4AAAA.png |One of Akihiko's few persona moves.
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Akihiko Sanada/Data|5A}}
+
{{#lst:{{PAGENAME}}/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.
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AA}}
+
{{#lst:{{PAGENAME}}/Data|5AA}}
{{!}}-
+
|-
{{Description|7|text=* Second hit vacuums
+
{{AttackVersion|name=5AAA}}
 +
{{#lst:{{PAGENAME}}/Data|5AAA}}
 +
|-
 +
{{AttackVersion|name=5AAAA}}
 +
{{#lst:{{PAGENAME}}/Data|5AAAA}}
 +
|}
 +
==== ====
 +
* Hits twice.
 +
* Jump cancelable on both hits.
 +
* Throw cancelable on both hits.
  
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
+
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.
{{AttackVersion|name=5AAA}}
+
* Jump cancelable on both hits.
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA}}
+
* Throw cancelable on both hits.
{{!}}-
+
* Second hit vacuums.
{{Description|7|text=* Identical to 4AAA
 
  
Detailed description of the usefulness of the move go here
+
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.
{{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 4AAA description for more information.
}}
+
----
}}
+
* 5AAAA is identical to 4AAAA.
  
====== <font style="visibility:hidden" size="0">5B</font> ======
+
See 4AAAA description for more information.
{{MoveData
+
</div>
|image=BBTag_Akihiko_5B.png |caption=
+
</div>
|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>5B</big>===
}}
+
<span class="input-badge">'''Kill Rush'''</span>
}}
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_5B.png |The original neutral killer, now contained in one button.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|5B}}
 +
|}
 +
==== ====
 +
* 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.
  
====== <font style="visibility:hidden" size="0">5C</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Akihiko_5C.png |caption=
+
</div>
|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>5C</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_5C.png |Unlike most 5C's, this is a bonafide combo ender.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|5C}}
 +
|}
 +
==== ====
 +
* 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.
  
One of his few Persona moves.
+
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.
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">2A</font> ======
+
</div>
{{MoveData
+
</div>
|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>2A</big>===
}}
+
<div class="attack-container">
}}
+
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_2A.png |Poke
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|2A}}
 +
|}
 +
==== ====
 +
* Chains into itself 3 times.
 +
* Jump cancelable.
 +
* Throw cancelable.
  
====== <font style="visibility:hidden" size="0">2B</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Akihiko_2B.png |caption=
+
</div>
|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>2B</big>===
}}
+
<div class="attack-container">
}}
+
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_2B.png |For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|2B}}
 +
|}
 +
==== ====
 +
* Head invulnerable on start-up.
 +
* Jump cancelable.
  
====== <font style="visibility:hidden" size="0">2C</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Akihiko_2C.png |caption=
+
</div>
|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>2C</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_2C.png |Imagine getting opened up high by a man with one low.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|2C}}
 +
|}
 +
==== ====
 +
* 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 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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
===<big>j.A</big>===
{{MoveData
+
<span class="input-badge">'''j.BB'''</span>
|image=BBTag_Akihiko_jA.png |caption=
+
<div class="attack-container">
|name=j.A |input=j.BB
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
+
BBTag_Akihiko_jA.png |JoJo fans will recognize this as the legendary Zoom Punch!
{{!}}-
+
</gallery>
{{#lsth:BBTag/Akihiko Sanada/Data|j.A}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{Description|6|text=* Important points go here
+
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|j.A}}
 +
|}
 +
==== ====
 +
* Double jump cancelable.
  
Detailed description of the usefulness of the move go here
+
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
===<big>j.B</big>===
{{MoveData
+
<span class="input-badge">'''j.AA'''</span>
|image=BBTag_Akihiko_jB.png |caption=
+
<div class="attack-container">
|name=j.B |input=j.AA
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
+
BBTag_Akihiko_jB.png |You thought there was going to be one high didn't ya?
{{!}}-
+
</gallery>
{{#lsth:BBTag/Akihiko Sanada/Data|j.B}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{Description|6|text=* Important points go here
+
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|j.B}}
 +
|}
 +
==== ====
 +
* Hits twice.
 +
* Double jump cancelable on either hit.
 +
* First hit knocks downwards, second hit launches upwards.
  
Detailed description of the usefulness of the move go here
+
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
===<big>j.C</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Akihiko_jC.png |caption=
+
<div class="attack-gallery">
|name=j.C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_jC.png |Massive hitbox, but is very unsafe.
{{AttackDataHeader-BBTag}}
+
</gallery>
{{!}}-
+
</div>
{{#lsth:BBTag/Akihiko Sanada/Data|j.C}}
+
<div class="attack-info">
{{!}}-
+
{| class="wikitable attack-data"
{{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.
+
{{AttackDataHeader-BBTag}}
}}
+
|-
}}
+
{{#lst:{{PAGENAME}}/Data|j.C}}
 +
|}
 +
==== ====
 +
* Knocks down on hit.
  
 +
Persona attack with absolutely massive range that hits overhead. 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. 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.
 +
</div>
 +
</div>
 
<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> ======
+
<span class="input-badge">'''5B+C'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Akihiko_GroundThrow.png |caption=
+
<div class="attack-gallery">
|name=Ground Throw
+
<gallery widths="210px" heights="210px" mode="nolines">
|input=5B+C
+
BBTag_Akihiko_GroundThrow.png |You will never understand how amazing it is that this is now his throw.
|data=
+
</gallery>
{{AttackDataHeader-BBTag}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{#lsth:BBTag/Akihiko Sanada/Data|BC}}
+
{| class="wikitable attack-data"
{{!}}-
+
{{AttackDataHeader-BBTag}}
{{Description|6|text=* Usable in Cyclone
+
|-
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
+
{{#lst:{{PAGENAME}}/Data|BC}}
* Goes into Cyclone followups.
+
|}
 +
==== ====
 +
* 100% minimum damage. (2000)
 +
* 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.
 
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">Double Uppercut</font> ======
+
===<big>Double Uppercut</big>===
{{MoveData
+
<span class="input-badge">'''5A+D'''</span>
|image=BBTag_Akihiko_DoubleUppercut.png |caption=
+
<div class="attack-container">
|name=Double Uppercut
+
<div class="attack-gallery">
|input=5A+D
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_DoubleUppercut.png |What a fall from grace...
{{AttackDataHeader-BBTag}}
+
</gallery>
{{!}}-
+
</div>
{{#lsth:BBTag/Akihiko Sanada/Data|AD}}
+
<div class="attack-info">
{{!}}-
+
{| class="wikitable attack-data"
{{Description|6|text=* Usable in Cyclone
+
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|AD}}
 +
|}
 +
==== ====
 +
* Invincible on start-up.
 +
* 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.
 +
* 5% minimum damage. (75 to 125) x 2 = '''150''' to '''250'''
  
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.
+
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.
  
}}
+
</div>
}}
+
</div>
<br style="clear:both;"/>
 
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Corkscrew</font> ======
+
===<big>Corkscrew</big>===
{{MoveData
+
<span class="input-badge">'''236A/B'''</span>
|image=BBTag_Akihiko_Corkscrew.png |caption=
+
<div class="attack-container">
|name=Corkscrew
+
<div class="attack-gallery">
|input=236A/B
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_Corkscrew.png |PILEBUNK--Oh, oh sorry... wrong game.
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Akihiko Sanada/Data|236A}}
+
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
+
|-
{{Description|7|text=* Wallbounces on hit
+
{{AttackVersion|name=B}}
 +
{{#lst:{{PAGENAME}}/Data|236B}}
 +
|}
 +
==== ====
 +
* Wall bounces on hit.
 +
* Increases in damage as Cyclone level increases.
  
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.
+
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.
  
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.
+
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 half a bar and extends the invulnerability until he returns to neutral, allowing him to block or reversal against following attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking. 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.
+
</div>
 +
</div>
  
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.
+
===<big>Cyclone Follow Ups</big>===
}}
+
<span class="input-badge">'''During Cyclone > A/B'''</span>
}}
+
<div class="attack-container">
 
+
<div class="attack-gallery">
====== <font style="visibility:hidden" size="0">Boomerang Hook</font> ======
+
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
+
BBTag_Akihiko_BoomerangHook.png |Congrats, you just died.
|image=BBTag_Akihiko_BoomerangHook.png |caption=
+
BBTag_Akihiko_SonicPunch.png |Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead.
|image2=BBTag_Akihiko_SonicPunch.png |caption2=
+
</gallery>
|name=Cyclone Follow Ups
+
</div>
|input=During Cyclone > A/B
+
<div class="attack-info">
|data=
+
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
+
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A}}
+
{{#lst:{{PAGENAME}}/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.
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B}}
+
{{#lst:{{PAGENAME}}/Data|Cyclone B}}
{{!}}-
+
|-
{{Description|7|text=* Press B after Sonic Punch
 
 
 
More startup and hitstun than A version. Now has armor midway through the startup.
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A}}
+
{{#lst:{{PAGENAME}}/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}}
 
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B}}
+
{{#lst:{{PAGENAME}}/Data|Boomerang B}}
{{!}}-
+
|}
{{Description|7|text=* First B press in Cyclone or B after Boomerang Hook
+
==== ====
 +
* First A press in Cyclone or A after Sonic Punch.
 +
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
  
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.
+
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.
  
====== <font style="visibility:hidden" size="0">Ducking</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Akihiko_Ducking.png |caption=
+
</div>
|name=Ducking
 
|input=66
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{#lsth:BBTag/Akihiko Sanada/Data|66}}
 
{{!}}-
 
{{Description|6|text=* Projectile invul and low profiles
 
* 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!
+
===<big>Ducking</big>===
}}
+
<span class="input-badge">'''66'''</span>
}}
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_Ducking.png |Whatever you pressed just got you killed.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|66}}
 +
|}
 +
==== ====
 +
* 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).
  
====== <font style="visibility:hidden" size="0">Assault Dive</font> ======
+
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.
{{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.
+
</div>
 +
</div>
  
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.
+
===<big>Assault Dive</big>===
}}
+
<span class="input-badge">'''214A/B (air OK)'''</span>
{{!}}-
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_AssaultDive.png |What boxer can and would even attempt to do this?
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 +
{{AttackVersion|name=Ground A}}
 +
{{#lst:{{PAGENAME}}/Data|214A}}
 +
|-
 
{{AttackVersion|name=Ground B}}
 
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Akihiko Sanada/Data|214B}}
+
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
+
|-
{{Description|7|text=* Important points go here
+
{{AttackVersion|name=Air A}}
 +
{{#lst:{{PAGENAME}}/Data|j.214A}}
 +
|-
 +
{{AttackVersion|name=Air B}}
 +
{{#lst:{{PAGENAME}}/Data|j.214B}}
 +
|}
 +
==== ====
 +
* 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.
  
Slower but more stun on hit. Combos into B Sonic Punch on air hit.
+
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.
{{AttackVersion|name=Air A}}
+
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A}}
+
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.
{{!}}-
+
 
{{Description|7|text=* Emergency techable on air hit
+
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.
  
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.
+
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
+
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.
}}
+
</div>
}}
+
</div>
<br style="clear:both;"/>
 
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Corkscrew</font> ======
+
===<big>EX Corkscrew</big>===
{{MoveData
+
<span class="input-badge">'''236C'''</span>
|image=BBTag_Akihiko_Corkscrew.png |caption=
+
<div class="attack-container">
|name=EX Corkscrew
+
<div class="attack-gallery">
|input=236C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_Corkscrew.png |You didn't block it, you'll never block it. Not even the guy who used it blocked it.
{{AttackDataHeader-BBTag}}
+
</gallery>
{{!}}-
+
</div>
{{#lsth:BBTag/Akihiko Sanada/Data|236C}}
+
<div class="attack-info">
{{!}}-
+
{| class="wikitable attack-data"
{{Description|6|text=* Crosses up
+
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|236C}}
 +
|}
 +
==== ====
 +
* Wall bounces on hit.
 +
* Ducking crosses up if done close to the opponent.
 +
* Increases in damage as Cyclone level increases.
  
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 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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">EX Assault Dive</font> ======
+
===<big>EX Assault Dive</big>===
{{MoveData
+
<span class="input-badge">'''214C (air OK)'''</span>
|image=BBTag_Akihiko_AssaultDive.png |caption=
+
<div class="attack-container">
|name=EX Assault Dive
+
<div class="attack-gallery">
|input=214C (air OK)
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_AssaultDive.png |A-Dive but blue and better and convertible and actually not A-Dive at all.
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akihiko Sanada/Data|214C}}
+
{{#lst:{{PAGENAME}}/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.
+
{{AttackVersion|name=Air}}
 +
{{#lst:{{PAGENAME}}/Data|j.214C}}
 +
|}
 +
==== ====
 +
* 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.
  
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 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.
{{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 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.
}}
+
</div>
}}
+
</div>
  
 
==Partner Skills==
 
==Partner Skills==
 +
===<big>5P</big>===
 +
<span class="input-badge">'''5B'''</span>
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_5B.png |RUSH-DA!
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|5P}}
 +
|}
 +
==== ====
 +
* 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
+
</div>
|image=BBTag_Akihiko_5B.png |caption=
+
</div>
|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.
+
===<big>6P</big>===
 +
<span class="input-badge">'''Corkscrew'''</span>
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_Corkscrew.png |Making every brawler comp viable since 2018.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|6P}}
 +
|}
 +
==== ====
 +
* Projectile invulnerable and low profiles.
 +
* Wall bounces on hit.
  
}}
+
Ducking to Corkscrew. Retains the properties of both moves so Akihiko can punish zoning and extend combos. 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.
}}
+
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">6P</font> ======
+
===<big>4P</big>===
{{MoveData
+
<span class="input-badge">'''Sonic Punch'''</span>
|image=BBTag_Akihiko_Corkscrew.png |caption=
+
<div class="attack-container">
|input=Corkscrew
+
<div class="attack-gallery">
|name=6P
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_SonicPunch.png |"TOO WEAK!"
{{AttackDataHeader-BBTag}}
+
</gallery>
{{!}}-
+
</div>
{{#lsth:BBTag/Akihiko Sanada/Data|6P}}
+
<div class="attack-info">
{{!}}-
+
{| class="wikitable attack-data"
{{Description|6|text=* Important points go here
+
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|4P}}
 +
|}
 +
==== ====
 +
* Launches opponents on hit.
  
Ducking to Corkscrew. Goes fullscreen.
+
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.
 
+
</div>
}}
+
</div>
}}
 
 
 
====== <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
 
}}
 
}}
 
 
 
<br style="clear:both;"/>
 
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Cyclone Uppercut</font> ======
+
===<big>Cyclone Uppercut</big>===
{{MoveData
+
<span class="input-badge">'''236B+C'''</span>
|image=BBTag_Akihiko_CycloneUppercut.png |caption=
+
<div class="attack-container">
|input=236B+C
+
<div class="attack-gallery">
|name=Cyclone Uppercut
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_CycloneUppercut.png |You don't have to ask if it's gonna kill. The answer is always the same.
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Level 0}}
 
{{AttackVersion|name=Level 0}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 0}}
{{!}}-
+
|-
 
{{AttackVersion|name=Level 1}}
 
{{AttackVersion|name=Level 1}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 1}}
{{!}}-
+
|-
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 2}}
{{!}}-
+
|-
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 3}}
{{!}}-
+
|-
 
{{AttackVersion|name=Level 4}}
 
{{AttackVersion|name=Level 4}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 4}}
{{!}}-
+
|-
 
{{AttackVersion|name=Level 5}}
 
{{AttackVersion|name=Level 5}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5}}
+
{{#lst:{{PAGENAME}}/Data|236BC Level 5}}
{{!}}-
+
|}
{{Description|7|text=* Damage and hits increase with Cyclone level.
+
==== ====
 +
* 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.
 +
* (RB) Follow-up punches are only done if the first hit of the first punch hit something.
  
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.
 +
</div>
 +
</div>
  
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
+
===<big>Maziodyne</big>===
}}
+
<span class="input-badge">'''214B+C'''</span>
}}
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Akihiko_Maziodyne.png |You really thought you were safe at the top of the screen, huh?
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|214BC}}
 +
|}
 +
==== ====
 +
* Invincible on start-up.
 +
* Increases in damage as Cyclone level increases.
  
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Akihiko_Maziodyne.png |caption=
+
</div>
|input=214B+C
 
|name=Maziodyne
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{#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.
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
{{MoveData
+
===<big>Maziodyne</big>===
|image=BBTag_Akihiko_Maziodyne.png |caption=
+
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
|input=P during Main Character's Distortion Skill  
+
<div class="attack-container">
|name=Maziodyne
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
+
BBTag_Akihiko_Maziodyne.png |"Now for the KO Punch!" *Shoots himself in the skull*
{{!}}-
+
</gallery>
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{Description|6|text=* Important points go here
+
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
 +
|}
 +
==== ====
 +
* Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.
 +
* 100% minimum damage: 2000 [2500]
  
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.
  
}}
+
</div>
}}
+
</div>
<br style="clear:both;"/>
 
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big>Earth Breaker</big>===
|image=BBTag_Akihiko_EarthBreaker.png |caption=
+
<span class="input-badge">'''222B+C'''</span>
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2=
+
<div class="attack-container">
|input=222B+C
+
<div class="attack-gallery">
|name=Earth Breaker
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Akihiko_EarthBreaker.png |Giga SUCC
{{AttackDataHeader-BBTag}}
+
BBTag_Akihiko_EarthBreaker2.png |DON'T LOSE YOUR WAAAAAAY!
{{!}}-
+
</gallery>
{{#lsth:BBTag/Akihiko Sanada/Data|222BC}}
+
</div>
{{!}}-
+
<div class="attack-info">
{{Description|6|text=* Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.
+
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag}}
 +
|-
 +
{{#lst:{{PAGENAME}}/Data|222BC}}
 +
|}
 +
==== ====
 +
* 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.
  
Can be blocked, unlike in P4A, so don’t try any monkey business.
+
</div>
 +
</div>
  
}}
+
 
}}
+
==External References==
<br style="clear:both;"/>
 
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Akihiko Sanada/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{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.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
[[Category:Akihiko Sanada]]
 
[[Category:BlazBlue Cross Tag Battle]]
 

Latest revision as of 17:23, 14 December 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
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.


"For quite some time I have remained patient for this moment that is now at hand"
Lore: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
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.
  • Persona attacks are slow and very unsafe on whiff or block.
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[edit]

4A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 5 2 11 +1 -
4AA 1500 All 9 2 19 -4 -
4AAA
4AAAA

[edit]

  • 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.

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 950*2 All 7 3(3)3 20 -6 -
5AA 950*2 All 8 5(3)2 19 -4 -
5AAA 700*4 All 10 2(10)2(10)2(10)2 20 -5 -
5AAAA 500, 0, 300*7, 1500 All 18 4 20 -7 -

[edit]

  • 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.

5B[edit]

Kill Rush

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 -

[edit]

  • 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.

5C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 22 5 22 -10 -

[edit]

  • 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.

2A[edit]

2B[edit]

2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700+150*(C-1) Low 13 [9] 5 20 [29] -6 [-15] -

[edit]

  • 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.

j.A[edit]

j.BB

j.B[edit]

j.AA

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 500*4 Throw 7~30 3 23 - -

[edit]

  • 100% minimum damage. (2000)
  • 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.

Double Uppercut[edit]

5A+D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
(1500+200*C)*2 Air Unblockable 10 3(4)3 43 -27 1-19 All

[edit]

  • Invincible on start-up.
  • 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.
  • 5% minimum damage. (75 to 125) x 2 = 150 to 250

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.

Skills[edit]

Corkscrew[edit]

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 2000+200xC All 9 8 31 -13 -
B 2000+200xC All 16~48 8 31 -13 5-11~43 BP

[edit]

  • 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 half a bar and extends the invulnerability until he returns to neutral, allowing him to block or reversal against following attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking. 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.

Cyclone Follow Ups[edit]

During Cyclone > A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Boomerang Hook A
Cyclone > A
1350+(150*C) All 13 4 18 -6 -
Boomerang Hook B
Cyclone > B
1550+(150*C) All 21 3 18 -5 4-20 Guard B
Sonic Punch A
Boomerang > A
1300+(200*C) All 13 4 18 -6 -
Sonic Punch B
Boomerang > B
1500+(200*C) All 21 4 18 -6 4-20 B

[edit]

  • 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.

Ducking[edit]

66

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - 25 - 5-17 P

[edit]

  • 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.

Assault Dive[edit]

214A/B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A (900+200*C)*2 High, All 26 Until L(4)2 22 -5 -
Ground B (900+200*C)*2 High, All 40 Until L(4)2 22 -5 -
Air A 1100*2 High, All 10 Until L(4)2 22 -5 -
Air B 1300*2 High, All 25 Until L(4)2 22 -5 -

[edit]

  • 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.

Extra Skills[edit]

EX Corkscrew[edit]

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2200+200*C All 16 8 31 -18 4-11 P

[edit]

  • 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.

EX Assault Dive[edit]

214C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground (900+200*C)*2 High, All 24 Until L(4)2 22 -5 -
Air 1300*2 High, All 10 Until L(4)2 22 -5 -

[edit]

  • 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.

Partner Skills[edit]

5P[edit]

5B

6P[edit]

Corkscrew

4P[edit]

Sonic Punch

Distortion Skills[edit]

Cyclone Uppercut[edit]

236B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Level 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] 1-22 All
[1-15 All]
Level 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] 1-17 All
[1-15 All]
Level 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] 1-17 All
[1-15 All]
Level 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] 1-17 All
[1-15 All]
Level 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] 1-17 All
[1-15 All]
Level 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] 1-17 All
[1-15 All]

[edit]

  • 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.
  • (RB) Follow-up punches are only done if the first hit of the first punch hit something.

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.

Maziodyne[edit]

214B+C

Distortion Skill Duo[edit]

Maziodyne[edit]

P during Partner's Distortion Skill

Astral Heat[edit]

Earth Breaker[edit]

222B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 1+(92 Flash)+11 - Total: 140 -95 1-44 All

[edit]

  • 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.


External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Akihiko Sanada/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.