Difference between revisions of "BBTag/Akihiko Sanada"

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(Overview)
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{{Description|6|text=* Important points go here
 
{{Description|6|text=* Important points go here
  
Detailed description of the usefulness of the move go here
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First hit can be comboed into j.214A for knockdown and oki setup.
 
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{{Description|6|text=* Usable in Cyclone
 
{{Description|6|text=* Usable in Cyclone
  
Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as it almost always gives hard KD and the damage goes up considerably with Cyclone level.
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Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as the damage goes up considerably with Cyclone level.
  
 
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Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes!
 
Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes!
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Can be used to punish bursts if timed correctly, leading into Cyclone B starter.
 
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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.
 
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.
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Easiest oki setup tool. After j.214A (second hit), 66 > B follows any ground tech direction to catch jump-wakeup or force block string situation. Oki can still be beaten by reversals and wake up supers, however.
 
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{{Description|7|text=* Important points go here
 
{{Description|7|text=* Important points go here
  
Detailed description of the usefulness of the move go here
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Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.
 
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Latest revision as of 23:56, 14 October 2019

Akihiko
BBTag Akihiko Portrait.png

Health: 18,000

Jump Startup: 4F

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


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking
Playstyle
Aggressive, Short-range, Avalanche
Team role
Point

Overview[edit]

Backstory[edit]

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[edit]

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. He also has access to a persona like all the other characters from P4A. These spirits have their own hitboxes and hurtboxes, meaning they can fight from different positions than where Akihiko is and can tank hits for him too, though doing so will incur a 5% health loss (but Akihiko cannot be K.O.ed by this penalty). They are also immune to Reject Guards, making them good for pressuring opponents with lots of meter. However, Akihiko is the least reliant on his persona among the P4A cast, only using it for 5 moves; 4AAAA / 5AAAA, 5C, j.C, Maziodyne, and Earth Breaker.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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[edit]

Akihiko's rekka is influenced by a level system that scales from zero to five based on the number of moves he has linked together in a single chain. Before he can use cyclone moves, however, Akihiko must use one of the moves listed below. Once in it, he can cancel any special into any other special move as well as 5C and 2C. These attacks can be used an unlimited amount of times but they cannot be used in succession (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). As Akihiko chains into more specials, the cyclone level increases which grants his attacks more damage, meter, and hitstun, as well as changing their properties on hit. Keep in mind that if the chain is broken in anyway such as by jumping, using supers, getting hit, or switching characters, the cyclone level will return to zero. Also note that Akihiko's assists cannot enter cyclone state and thus aren't affected by this mechanic.

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

Moves affected by Cyclone level: Throw, 5C, 2C, all special moves, and Cyclone Uppercut.




Normal Moves[edit]

4A[edit]
4A
P4Arena Akihiko 5A.png
P4Arena Akihiko 5AA.png
P4Arena Akihiko 5AAA.png
P4AU Akihiko 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
4A 1000 All 5 2 11 +1
  • Quick jab
  • Good for poking though lacking range
  • Hits crouch, but can whiff at further ranges

Detailed description of the usefulness of the move go here

4AA 1500 All 9 2 19 -4
  • Vacuums on hit
4AAA 700*2 All 10 2(10)2 [2(10)2(10)2] 20 -5
  • Does not cross up, despite appearances
  • Last hit launches

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

4AAAA 500, 0, 300*7, 1500 All 18 4 - -7
  • Whiffs on grounded opponent

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


5A[edit]
5A
P4Arena Akihiko 5B.png
BBTag Akihiko 5AA.png
P4Arena Akihiko 5AAA.png
P4AU Akihiko 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 950*2 All 7 3(3)3 20 -6
  • Extremely short range

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

5AA 950*2 All 8 5(3)2 19 -4
  • Second hit vacuums

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

5AAA 700*2 All 10 2(10)2 [2(10)2(10)2] 20 -5
  • Identical to 4AAA

Detailed description of the usefulness of the move go here

5AAAA 500, 0, 300*7, 1500 All 18 4 - -7
  • Identical to 4AAAA

Detailed description of the usefulness of the move go here


5B[edit]
5B
P4Arena Akihiko KillRush.png
Damage Guard Startup Active Recovery Frame Adv.
500*5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9
  • Listed startup is at point-blank range
  • If the first hit connects, performs follow-up hits.
  • Goes into Cyclone follow-ups.

Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff. Hugely buffed in 1.5 with the travel distance being roughly twice (!) as far, allowing you to punish bad neutral and pushblock attempts easily.


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

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

One of his few Persona moves.


2A[edit]
2A
P4Arena Akihiko 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 2 11 -1
  • Chains into itself 3 times.
  • Not a low.

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


2B[edit]
2B
P4Arena Akihiko 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 7 5 25 -13
  • Head invul

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


2C[edit]
2C
P4Arena Akihiko Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
1700+150*(C-1) Low 13 [9] 5 20 [29] -6 [-15]
  • Usable in Cyclone, increases in damage as Cyclone level increases
  • Cyclone version hard knocks down.

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.


j.A[edit]
j.A
j.BB
P4Arena Akihiko jA.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 7 2 11 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B[edit]
j.B
j.AA
P4Arena Akihiko jB.png
Damage Guard Startup Active Recovery Frame Adv.
900*2 High 9 3(3)3 15 -
  • Important points go here

First hit can be comboed into j.214A for knockdown and oki setup.


j.C[edit]
j.C
P4Arena Akihiko jC.png
Damage Guard Startup Active Recovery Frame Adv.
2000 High 21 4 35+4L -

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



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4AU Akihiko 5AAA.png
Damage Guard Startup Active Recovery Frame Adv.
0, 500*4 Throw 7~30 3 23 -
  • Usable in Cyclone
  • If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
  • Goes into Cyclone followups.

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


Double Uppercut[edit]
Double Uppercut
5A+D
P4Arena Akihiko BD.png
Damage Guard Startup Active Recovery Frame Adv.
(1500+200*C)*2 Air Unblockable 10 3(4)3 43 -27
  • Usable in Cyclone

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


Skills[edit]

Corkscrew[edit]
Corkscrew
236A/B
P4Arena Akihiko Corkscrew.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 2000+200xC All 9 8 31 -13
  • Wallbounces on hit

Now a standalone special. Beware of using this to end a juggle in the corner as it will typically result in the opponent being bounced out of the corner.

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.

B 2000+200xC All 16~48 8 31 -13
  • 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.

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.


Boomerang Hook[edit]
Cyclone Follow Ups
During Cyclone > A/B
P4Arena Akihiko Boomerang.png
P4AU Akihiko SonicPunch.png
Version Damage Guard Startup Active Recovery Frame Adv.
Boomerang Hook A
Cyclone > A
1350+(150*C) All 13 3 18 -5
  • First A press in Cyclone or A after Sonic Punch

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

Boomerang Hook B
Cyclone > B
1550+(150*C) All 21 3 18 -5
  • Press B after Sonic Punch

More startup and hitstun than A version. Now has armor midway through the startup.

Sonic Punch A
Boomerang > A
1300+(200*C) All 13 4 18 -6
  • Press A after Boomerang Hook
  • Combos into B Hook at level 5 Cyclone

(

Sonic Punch B
Boomerang > B
1500+(200*C) All 21 3 18 -5
  • First B press in Cyclone or B after Boomerang Hook

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


Ducking[edit]
Ducking
66
P4Arena Akihiko Ducking.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - 25 -
  • 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!

Can be used to punish bursts if timed correctly, leading into Cyclone B starter.


Assault Dive[edit]
Assault Dive
214A/B (air OK)
P4Arena Akihiko Assault.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A (900+200*C)*2 High, All 26 Until L(4)2 22 -5
  • Usable in Cyclone and goes into Cyclone followups.

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

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.

Ground B (900+200*C)*2 High, All 40 Until L(4)2 22 -5
  • Important points go here

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

Air A 1100*2 High, All 10 Until L(4)2 22 -5
  • Emergency techable on air hit

Air combo ender. Unlike ground version, air Assault Dives are emergency techable on air hit, so you can't combo after without assist. Completely unreactable overhead when TK'd, but you can't combo it into anything.

Easiest oki setup tool. After j.214A (second hit), 66 > B follows any ground tech direction to catch jump-wakeup or force block string situation. Oki can still be beaten by reversals and wake up supers, however.

Air B 1300*2 High, All 25 Until L(4)2 22 -5
  • Important points go here

Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.


Extra Skills[edit]

EX Corkscrew[edit]
EX Corkscrew
236C
P4Arena Akihiko Corkscrew.png
Damage Guard Startup Active Recovery Frame Adv.
2200+200*C All 16 8 31 -18
  • Crosses up

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


EX Assault Dive[edit]
EX Assault Dive
214C (air OK)
P4Arena Akihiko Assault.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground (900+200*C)*2 High, All 24 Until L(4)2 22 -5

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

As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.

Air 1300*2 High, All 10 Until L(4)2 22 -5

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

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.


Partner Skills[edit]

5P[edit]
5P
5B
P4Arena Akihiko KillRush.png
Damage Guard Startup Active Recovery Frame Adv.
500*5 All (17)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9
  • Important points go here

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


6P[edit]
6P
Corkscrew
P4Arena Akihiko Corkscrew.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (17)+24 8 41 -28
  • Important points go here

Ducking to Corkscrew. Goes fullscreen.


4P[edit]
4P
Sonic Punch
P4AU Akihiko SonicPunch.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All (17)+10 4 23 -10
  • Important points go here

Can combo into itself during cross combo



Distortion Skills[edit]

Cyclone Uppercut[edit]
Cyclone Uppercut
236B+C
P4Arena Akihiko CycloneUppercut.png
Version Damage Guard Startup Active Recovery Frame Adv.
Level 0 3500, 1500*3
[2800*2, 3500]
All 6+6 [3+4] 3(6)4,2,6
[3(6)2(??+15)2]
Until L+24 -47 [-36]
Level 1 3500, 1050*5
[2800*2, 1500*3]
All 6+1 [3+4] 3(6)2*3,3*2
[3(6)2(??+15)6,4,8]
Until L+24L -50 [-43]
Level 2 3500, 1200*5
[2800*2, 1700*3]
All 6+1 [3+4] 3(6)2*3,3*2
[3(6)2(??+10)6,4,8]
Until L+24L -50 [-43]
Level 3 3500, 1000*7
[2500*2, 600*10]
All 6+1 [3+4] 3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48]
Level 4 3500, 1150*7
[2500*2, 670*10]
All 6+1 [3+4] 3(6)2*3,1*3,3
[3(6)2(??+10)6,1*7,3]
Until L+24L -57 [-48]
Level 5 3500, 600*15
[2500*2, 500*6, 2200*2]
All 6+1 [3+4] 3(6)2*7,1*8
[3(6)2(??+10)6,2*3,3*2(??+24)9,12]
Until L+24L -99 [-105]
  • Damage and hits increase with Cyclone level.

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

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


Maziodyne[edit]
Maziodyne
214B+C
P4Arena Akihiko Maziodyne.png
Damage Guard Startup Active Recovery Frame Adv.
(480+48*C)*16
[(410+41*C)*24]
All 4+12 {1(1)}*15,1
[{1(1)}*23,1]
Total: 98 [Total: 113] -36 [-35]
  • 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.


Distortion Skill Duo[edit]

Maziodyne
P during Main Character's Distortion Skill
P4Arena Akihiko Maziodyne.png
Damage Guard Startup Active Recovery Frame Adv.
125*16 [100*23, 200] All 1+1 {1(1)}*15,1
[{1(1)}*23,1]
Total: 83 [Total: 97] -35 [-33]
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Earth Breaker
222B+C
P4Arena Akihiko IK.png
P4Arena Akihiko IK2.png
Damage Guard Startup Active Recovery Frame Adv.
- All 1+11 - Total: 140 -95
  • Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.

Can be blocked, unlike in P4A, so don’t try any monkey business.


Navigation[edit]


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