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}}
 +
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Akihiko
 
!Akihiko
 
|-
 
|-
 
||
 
||
[[File:BBTag_Akihiko_Portrait.png|350x500px|center]]
+
[[File:BBTag_Akihiko_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Akihiko Sanada/Data|SystemData}}
+
{{#lst:BBTag/Akihiko Sanada/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run, Ducking
 
* Double Jump, 1 Airdash, Dash Type: Run, Ducking
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</div>
 
</div>
 
==Overview==
 
==Overview==
 +
{{Bio
 +
| name = Akihiko Sanada
 +
| game = BBTag
 +
| icon = BBTag_Akihiko_Icon.png
 +
| 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.
 +
 +
}}
  
 +
===Cyclone===
 +
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.
  
===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.
+
 
 +
'''Moves usable in Cyclone state:''' Throw, 5C, 2C, all special moves, and all supers.
 +
 
 +
'''Moves affected by Cyclone level:''' Throw, 2C, all special moves, and all supers '''except''' Earth Breaker.
  
 
===Playstyle===
 
===Playstyle===
 
+
{{StrengthsAndWeaknesses
 +
|intro=
 
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.
 
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===
+
|pros=
{|
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
 
* Extremely high damage both raw and in combos.
 
* Extremely high damage both raw and in combos.
 
* Strong mixup game with high reward.
 
* Strong mixup game with high reward.
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* Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
 
* 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.
 
* Persona attacks have fantastic range.
| style="width: 50%;"|
+
|cons=
 
* Extremely short range on non-persona attacks.
 
* Extremely short range on non-persona attacks.
 
* Mix-up RPS can be risky if opponent guesses correctly.
 
* Mix-up RPS can be risky if opponent guesses correctly.
 
* Only has one low.
 
* Only has one low.
 
* Persona attacks are slow and very unsafe on whiff or block.
 
* Persona attacks are slow and very unsafe on whiff or block.
|-
 
|}
 
  
===Cyclone===
+
}}
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.
 
 
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_4A.png |caption= P4AU Classic, but now +1
+
|image=BBTag_Akihiko_4A.png |caption=P4AU Classic, but now +1.
|image2=BBTag_Akihiko_4AA.png |caption2= Isn't this a rabbit punch? P sure that's illegal
+
|image2=BBTag_Akihiko_4AA.png |caption2=Isn't this a rabbit punch? Pretty sure that's illegal.
|image3=BBTag_Akihiko_4AAA.png |caption3= What was once a shit auto combo, is now serviceable because of AS
+
|image3=BBTag_Akihiko_4AAA.png |caption3=What was once a shit auto combo is now serviceable because of AS.
|image4=BBTag_Akihiko_4AAAA.png |caption4= If you use this, get off the character
+
|image4=BBTag_Akihiko_4AAAA.png |caption4=Situational combo ender.
 
|name=4A
 
|name=4A
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4A}}
 
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Akihiko Sanada/Data|4A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Quick jab
+
{{Description|8|text=
* Good for poking though lacking range
+
* Chains into itself 3 times.
* Hits crouch, but can whiff at further ranges
+
* Jump cancelable.
 +
* Throw cancelable.
  
Detailed description of the usefulness of the move go here
+
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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4AA}}
 
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Akihiko Sanada/Data|4AA}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Vacuums on hit
+
{{Description|8|text=
 +
* Jump cancelable.
 +
* Throw cancelable.
 +
* Vacuums on hit
 +
 
 +
Follow-up 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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4AAA}}
 
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|4AAA}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Does not cross up, despite appearances
+
{{Description|8|text=
* Last hit launches
+
* Hits 4 times.
 +
* Last hit launches on hit.
  
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.
+
Akihiko's old P4A autocombo. 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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4AAAA}}
 
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|4AAAA}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Whiffs on grounded opponent
+
{{Description|8|text=
 +
* 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.
  
Generic autocombo ender. Basically no reason to ever use this.
+
Caesar reaches up with his palm. If he hits the opponent, he grabs them, shocks them, and throws them into the ground. 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_5A.png |caption= Boom Boom
+
|image=BBTag_Akihiko_5A.png |caption=Boom Boom
|image2=BBTag_Akihiko_5AA.png |caption2= Double Uppercut... but actually
+
|image2=BBTag_Akihiko_5AA.png |caption2=Double Uppercut... but not really.
|image3=BBTag_Akihiko_4AAA.png |caption3= Now off of a better starter
+
|image3=BBTag_Akihiko_4AAA.png |caption3=Now off of a better starter.
|image4=BBTag_Akihiko_4AAAA.png |caption4= If you use Caesar it better be for AS shenanigans
+
|image4=BBTag_Akihiko_4AAAA.png |caption4=One of Akihiko's few persona moves.
 
|name=5A
 
|name=5A
 
|data=
 
|data=
Line 115: Line 129:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Akihiko Sanada/Data|5A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Extremely short range
+
{{Description|8|text=
 +
* Hits twice.
 +
* Jump cancelable on both hits.
 +
* Throw cancelable on both hits.
 +
 
 +
Akihiko's old 5B. He throws out two quick body blows, both of which 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.
  
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:BBTag/Akihiko Sanada/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Second hit vacuums
+
{{Description|8|text=
 +
* Hits twice.
 +
* Jump cancelable on both hits.
 +
* Throw cancelable on both hits.
 +
* Second hit vacuums.
 +
 
 +
Akihiko punches twice, first with the second hit of Double Uppercut, then with 4AA. The second hit's vacuum is 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.
  
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Identical to 4AAA
+
{{Description|8|text=
 +
* Identical to 4AAA.
  
Detailed description of the usefulness of the move go here
+
See 4AAA description for more information.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Identical to 4AAAA
+
{{Description|8|text=
 +
* Identical to 4AAAA.
  
Detailed description of the usefulness of the move go here
+
See 4AAAA description for more information.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_5B.png |caption= The original neutral killer, now contained in one button
+
|image=BBTag_Akihiko_5B.png |caption=The original neutral killer, now contained in one button.
 +
|input=Kill Rush
 
|name=5B
 
|name=5B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Listed startup is at point-blank range
+
{{Description|7|text=
* If the first hit connects, performs follow-up hits.
+
* If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
* Goes into Cyclone follow-ups.
+
* Follow-up hits are only done if the first hit something.
 +
* Enters Cyclone state.
  
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.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_5C.png |caption= Back in the day, this mid-combo = death. Now it's found a place as a bonafide combo ender.
+
|image=BBTag_Akihiko_5C.png |caption=Unlike most 5C's, this is a bonafide combo ender.
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5C}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Usable in Cyclone
+
{{Description|7|text=
* Knocks down on air hit.
+
* 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 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.
+
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.
  
One of his few Persona moves.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_2A.png |caption= Poke
+
|image=BBTag_Akihiko_2A.png |caption=Poke
 
|name=2A
 
|name=2A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Chains into itself 3 times.
+
{{Description|7|text=
* Not a low.
+
* Chains into itself 3 times.
 +
* Jump cancelable.
 +
* Throw cancelable.
  
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. Not uncommon for it to AA a lot of jump-ins.  
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_2B.png |caption= For all the effort he's putting into this uppercut, it's no wonder this is the God AA
+
|image=BBTag_Akihiko_2B.png |caption=For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Head invul
+
{{Description|7|text=
 +
* Head invulnerable on start-up.
 +
* Jump cancelable.
  
Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_2C.png |caption= Imagine getting opened up high by a man with one low
+
|image=BBTag_Akihiko_2C.png |caption=Imagine getting opened up high by a man with one low.
 
|name=2C
 
|name=2C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|2C}}
+
{{#lst:BBTag/Akihiko Sanada/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Usable in Cyclone, increases in damage as Cyclone level increases
+
{{Description|7|text=
 +
* Usable in Cyclone, increases in damage as Cyclone level increases.
 +
* Normal version knocks down on hit, Cyclone version hard knocks down on hit.
  
*Cyclone version hard knocks down.
+
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.
 
 
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. Can be used to frametrap after A-Hook > duck. And is also strong for catching fuzzy jump attempts during cyclone pressure.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_jA.png |caption= JoJo fans will recognize this as the legendary Zoom Punch!
+
|image=BBTag_Akihiko_jA.png |caption=JoJo fans will recognize this as the legendary Zoom Punch!
 
|name=j.A |input=j.BB
 
|name=j.A |input=j.BB
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|j.A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good Air to air
+
{{Description|7|text=
 +
* Double jump cancelable.
  
 
While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > j.B(2) to add a third high option for a man with only one low. He can also use rising j.A to fuzzy a portion of the cast.
 
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_jB.png |caption= You thought there was going to be one high didn't ya
+
|image=BBTag_Akihiko_jB.png |caption=You thought there was going to be one high didn't ya?
 
|name=j.B |input=j.AA
 
|name=j.B |input=j.AA
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|j.B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Hits twice
+
{{Description|7|text=
 
+
* Hits twice.
* 1st hit knocks downwards
+
* Double jump cancelable on either hit.
* 2nd hit launches upwards unlike P4AU variation
+
* First hit knocks downwards, second hit launches upwards.
  
First hit can be comboed into j.214A for knockdown and oki setup.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_jC.png |caption= A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
+
|image=BBTag_Akihiko_jC.png |caption=Massive hitbox, but is very unsafe.
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|j.C}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{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. While nowhere near his best starter, the damage potential from it is respectable. Instant j.C can combo into 2B on CH.
+
{{Description|7|text=
 +
* 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.
 
  }}
 
  }}
 
}}
 
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Universal Moves==
 
==Universal Moves==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_GroundThrow.png |caption= You will never understand how amazing it is that this is now his throw
+
|image=BBTag_Akihiko_GroundThrow.png |caption=You will never understand how amazing it is that this is now his throw.
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=5B+C
 
|input=5B+C
Line 288: Line 332:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|BC}}
+
{{#lst:BBTag/Akihiko Sanada/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Usable in Cyclone
+
{{Description|7|text=
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
+
* 100% minimum damage. (2000)
* Goes into Cyclone followups.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Double Uppercut</font> ======
+
====== <span style="visibility:hidden;font-size:0">Double Uppercut</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_DoubleUppercut.png |caption= What a fall from grace...
+
|image=BBTag_Akihiko_DoubleUppercut.png |caption=What a fall from grace...
 
|name=Double Uppercut
 
|name=Double Uppercut
 
|input=5A+D
 
|input=5A+D
Line 306: Line 355:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|AD}}
+
{{#lst:BBTag/Akihiko Sanada/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Usable in Cyclone
+
{{Description|7|text=
 +
* 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 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.
  
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Corkscrew</font> ======
+
====== <span style="visibility:hidden;font-size:0">Corkscrew</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption= PILEBUNK--Oh oh sorry... wrong game
+
|image=BBTag_Akihiko_Corkscrew.png |caption=PILEBUNK--Oh, oh sorry... wrong game.
 
|name=Corkscrew
 
|name=Corkscrew
 
|input=236A/B
 
|input=236A/B
Line 326: Line 379:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Akihiko Sanada/Data|236A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Wallbounces on hit
+
{{Description|8|text=
 +
* 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.
+
Akihiko 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.
  
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.
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Akihiko Sanada/Data|236B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Can be held. Can cancel into 66 while weaving.
+
{{Description|8|text=
 +
* 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.
  
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.
+
Akihiko retreats and weaves back and forth, making him invincible against mids, highs, and projectiles. If he dodges a projectile, 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.
  
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.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Boomerang Hook</font> ======
+
====== <span style="visibility:hidden;font-size:0">Boomerang Hook</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_BoomerangHook.png |caption= Congrats, you just died
+
|image=BBTag_Akihiko_BoomerangHook.png |caption=Congrats, you just died.
|image2=BBTag_Akihiko_SonicPunch.png |caption2= Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
+
|image2=BBTag_Akihiko_SonicPunch.png |caption2=Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead.
 
|name=Cyclone Follow Ups
 
|name=Cyclone Follow Ups
 
|input=During Cyclone > A/B
 
|input=During Cyclone > A/B
Line 356: Line 417:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
 
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* First A press in Cyclone or A after Sonic Punch
+
{{Description|8|text=
 +
* 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.
+
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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
 
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Press B after Sonic Punch
+
{{Description|8|text=
 +
* 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 and hitstun than A version. Now has armor midway through the startup.
+
More startup, damage, and hitstun than A version. Has armor midway through the startup, making it great for stagger pressure. Only works against body attacks so even non-low 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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
 
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Press A after Boomerang Hook
+
{{Description|8|text=
* Combos into B Hook at level 5 Cyclone
+
* 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.
 
  }}
 
  }}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
 
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* First B press in Cyclone or B after Boomerang Hook
+
{{Description|8|text=
 +
* 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, 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.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Ducking</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ducking</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Ducking.png |caption= Whatever you pressed just got you killed
+
|image=BBTag_Akihiko_Ducking.png |caption=Whatever you pressed just got you killed.
 
|name=Ducking
 
|name=Ducking
 
|input=66
 
|input=66
Line 396: Line 468:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|66}}
+
{{#lst:BBTag/Akihiko Sanada/Data|66}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Projectile invul and low profiles
+
{{Description|7|text=
* Usable in Cyclone and goes into Cyclone follow-ups
+
* Projectile invulnerable and low profiles.
 +
* Enters Cyclone state 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!
+
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.
  
Can be used to punish bursts if timed correctly, leading into Cyclone B starter.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Assault Dive</font> ======
+
====== <span style="visibility:hidden;font-size:0">Assault Dive</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption= What boxer can and would even attempt to do this
+
|image=BBTag_Akihiko_AssaultDive.png |caption=What boxer can and would even attempt to do this?
 
|name=Assault Dive
 
|name=Assault Dive
 
|input=214A/B (air OK)
 
|input=214A/B (air OK)
Line 416: Line 489:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground A}}
 
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Akihiko Sanada/Data|214A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Usable in Cyclone and goes into Cyclone followups.
+
{{Description|8|text=
 +
* Akihiko 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.
  
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.
+
Akihiko jumps up and does dives at the ground. As this move 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.
 
 
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.
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Ground B}}
 
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Akihiko Sanada/Data|214B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* 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.
  
Slower but more stun on hit. Combos into B Sonic Punch on air hit.
+
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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Emergency techable on air hit
+
{{Description|8|text=
 +
* 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.
+
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.
 
 
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.
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B}}
+
{{#lst:BBTag/Akihiko Sanada/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* Hits two times. Both hits knockdown airborne opponents.
 +
* Enters Cyclone state and goes into Cyclone follow-ups.
  
Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.
+
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.
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Corkscrew</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption= You didn't block it, you'll never block it. Not even the guy who used it blocked it.
+
|image=BBTag_Akihiko_Corkscrew.png |caption=You didn't block it, you'll never block it. Not even the guy who used it blocked it.
 
|name=EX Corkscrew
 
|name=EX Corkscrew
 
|input=236C
 
|input=236C
Line 462: Line 540:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|236C}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Crosses up
+
{{Description|7|text=
 +
* 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">EX Assault Dive</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption= A-Dive but blue and better and convertible and actually not A-Dive at all.
+
|image=BBTag_Akihiko_AssaultDive.png |caption=A-Dive but blue and better and convertible and actually not A-Dive at all.
 
|name=EX Assault Dive
 
|name=EX Assault Dive
 
|input=214C (air OK)
 
|input=214C (air OK)
Line 479: Line 561:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Akihiko Sanada/Data|214C}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height.
+
{{Description|8|text=
 +
* 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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C}}
+
{{#lst: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.
+
{{Description|8|text=
 +
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
 +
* Enters Cyclone state and goes into Cyclone follow-ups.
  
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.
+
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.
 
  }}
 
  }}
 
}}
 
}}
Line 497: Line 584:
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_5B.png |caption= RUSH-DA
+
|image=BBTag_Akihiko_5B.png |caption=RUSH-DA!
 
|input=5B
 
|input=5B
 
|name=5P
 
|name=5P
Line 505: Line 592:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|5P}}
+
{{#lst:BBTag/Akihiko Sanada/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 
+
* Hits 5 times.
Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
+
* Final hit launches opponents on hit.
  
 +
Akihiko's best assist for locking down opponents in blockstun. Does high damage in combos but can quickly use up the combo's scaling so use carefully.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption= Making every brawler comp viable since 2018
+
|image=BBTag_Akihiko_Corkscrew.png |caption=Making every brawler comp viable since 2018.
 
|input=Corkscrew
 
|input=Corkscrew
 
|name=6P
 
|name=6P
Line 522: Line 611:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|6P}}
+
{{#lst:BBTag/Akihiko Sanada/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 
+
* Projectile invulnerable and low profiles.
Ducking to Corkscrew. Goes fullscreen.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_SonicPunch.png |caption= "TOO WEAK!"
+
|image=BBTag_Akihiko_SonicPunch.png |caption="TOO WEAK!"
 
|input=Sonic Punch
 
|input=Sonic Punch
 
|name=4P
 
|name=4P
Line 539: Line 630:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|4P}}
+
{{#lst:BBTag/Akihiko Sanada/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Can solo convert with Active Switch > 5A
+
{{Description|7|text=
 +
* Launches opponents on hit.
  
*Can be looped in 4P for burst safe routes
+
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.
 
 
Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch
 
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Cyclone Uppercut</font> ======
+
====== <span style="visibility:hidden;font-size:0">Cyclone Uppercut</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_CycloneUppercut.png |caption= You don't have to ask if it's gonna kill. The answer is always the same.
+
|image=BBTag_Akihiko_CycloneUppercut.png |caption=You don't have to ask if it's gonna kill. The answer is always the same.
 
|input=236B+C
 
|input=236B+C
 
|name=Cyclone Uppercut
 
|name=Cyclone Uppercut
Line 561: Line 649:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 0}}
 
{{AttackVersion|name=Level 0}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 0}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 1}}
 
{{AttackVersion|name=Level 1}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 1}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 2}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 3}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 4}}
 
{{AttackVersion|name=Level 4}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 4}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 5}}
 
{{AttackVersion|name=Level 5}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5}}
+
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Damage and hits increase with Cyclone level.
+
{{Description|8|text=
 
+
* Invincible on start-up.
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.
+
* 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.
  
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
+
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Maziodyne.png |caption= You really thought you were safe at the top of the screen huh
+
|image=BBTag_Akihiko_Maziodyne.png |caption=You really thought you were safe at the top of the screen, huh?
 
|input=214B+C
 
|input=214B+C
 
|name=Maziodyne
 
|name=Maziodyne
Line 594: Line 685:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|214BC}}
+
{{#lst:BBTag/Akihiko Sanada/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Hits entire screen
+
{{Description|7|text=
 +
* Invincible on start-up.
 +
* Increases in damage as Cyclone level increases.
  
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. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames.
+
Caesar calls forth lightning that hits everywhere simultaneously. Full-screen punish and reversal tool but one that is extremely negative on block. It is also a projectile so projectile invincible moves can completely disrespect it. Deals less damage and has worse oki than Cyclone Uppercut so only use this move in combos if the uppercut would whiff.
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_Maziodyne.png |caption= "Now for the KO Punch!" *Shoots himself in the skull*
+
|image=BBTag_Akihiko_Maziodyne.png |caption="Now for the KO Punch!" *Shoots himself in the skull*
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
 
|name=Maziodyne
 
|name=Maziodyne
Line 611: Line 703:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 +
* 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.
  
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=BBTag_Akihiko_EarthBreaker.png |caption= Giga SUCC
+
|image=BBTag_Akihiko_EarthBreaker.png |caption=Giga SUCC
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2= Killer Move! Serious Series...
+
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2=DON'T LOSE YOUR WAAAAAAY!
 
|input=222B+C
 
|input=222B+C
 
|name=Earth Breaker
 
|name=Earth Breaker
Line 630: Line 723:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Akihiko Sanada/Data|222BC}}
+
{{#lst:BBTag/Akihiko Sanada/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.
+
{{Description|7|text=
 +
* 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.
  
Can be blocked, unlike in P4A, so don’t try any monkey business.
+
Caesar pulls opponents into his globe. If it hits, they are placed on the globe of a humongous Caesar where Akihiko drops down on them from above with his fists, blowing up the globe and winning the match. The extreme vacuum effect on this move, the invincibility on start-up, and the fast start-up allows Akihiko to use this as a powerful full-screen punish. High-risk, high-reward as landing it guarantees victory but if the opponent blocks it Akihiko is unlikely to come back from the ensuing punish.
  
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
+
 
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
  
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Akihiko Sanada/Data|Links}}
+
{{#lst:BBTag/Akihiko Sanada/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 [[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.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:Akihiko Sanada]]
 
[[Category:Akihiko Sanada]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 05:04, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Akihiko
BBTag Akihiko Portrait.png

Health: 18,000
Prejump: 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]


32px Akihiko Sanada
"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.

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

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

Playstyle[edit]

Playstyle
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.
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.


Normal Moves[edit]

4A[edit]
4A
P4Arena Akihiko 5A.png
P4AU Classic, but now +1.
P4Arena Akihiko 5AA.png
Isn't this a rabbit punch? Pretty sure that's illegal.
P4Arena Akihiko 5AAA.png
What was once a shit auto combo is now serviceable because of AS.
P4AU Akihiko 2C.png
Situational combo ender.
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 -
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

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.

4AA 1500 All 9 2 19 -4 -
  • Jump cancelable.
  • Throw cancelable.
  • Vacuums on hit

Follow-up 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.

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

Akihiko's old P4A autocombo. 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.

4AAAA 500, 0, 300*7, 1500 All 18 4 - -7 -
  • 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.

Caesar reaches up with his palm. If he hits the opponent, he grabs them, shocks them, and throws them into the ground. 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]
5A
P4Arena Akihiko 5B.png
Boom Boom
BBTag Akihiko 5AA.png
Double Uppercut... but not really.
P4Arena Akihiko 5AAA.png
Now off of a better starter.
P4AU Akihiko 2C.png
One of Akihiko's few persona moves.
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 -
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.

Akihiko's old 5B. He throws out two quick body blows, both of which 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.

5AA 950*2 All 8 5(3)2 19 -4 -
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.
  • Second hit vacuums.

Akihiko punches twice, first with the second hit of Double Uppercut, then with 4AA. The second hit's vacuum is 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 700*2 All 10 2(10)2 [2(10)2(10)2] 20 -5 -
  • Identical to 4AAA.

See 4AAA description for more information.

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

See 4AAAA description for more information.

5B[edit]
5B
Kill Rush
P4Arena Akihiko KillRush.png
The original neutral killer, now contained in one button.
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 -
  • 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]
5C
P4Arena Akihiko 5C.png
Unlike most 5C's, this is a bonafide combo ender.
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 -
  • 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]
2A
P4Arena Akihiko 2A.png
Poke
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.
1000 All 6 2 11 -1 -
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

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

2B[edit]
2B
P4Arena Akihiko 2B.png
For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
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 All 7 5 25 -13 5-11 H
  • Head invulnerable on start-up.
  • Jump cancelable.

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

2C[edit]
2C
P4Arena Akihiko Sweep.png
Imagine getting opened up high by a man with one low.
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] -
  • 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.A
j.BB
P4Arena Akihiko jA.png
JoJo fans will recognize this as the legendary Zoom Punch!
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 High 7 2 11 - -
  • Double jump cancelable.

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

j.B[edit]
j.B
j.AA
P4Arena Akihiko jB.png
You thought there was going to be one high didn't ya?
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.
900*2 High 9 3(3)3 15 - -
  • Hits twice.
  • Double jump cancelable on either hit.
  • First hit knocks downwards, second hit launches upwards.

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

j.C[edit]
j.C
P4Arena Akihiko jC.png
Massive hitbox, but is very unsafe.
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.
2000 High 21 4 35+4L - -
  • 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.


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4AU Akihiko 5AAA.png
You will never understand how amazing it is that this is now his throw.
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 - -
  • 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]
Double Uppercut
5A+D
P4Arena Akihiko BD.png
What a fall from grace...
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
  • 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]
Corkscrew
236A/B
P4Arena Akihiko Corkscrew.png
PILEBUNK--Oh, oh sorry... wrong game.
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 -
  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.

Akihiko 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.

B 2000+200xC All 16~48 8 31 -13 5-11~43 P
  • 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.

Akihiko retreats and weaves back and forth, making him invincible against mids, highs, and projectiles. If he dodges a projectile, 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.

Boomerang Hook[edit]
Cyclone Follow Ups
During Cyclone > A/B
P4Arena Akihiko Boomerang.png
Congrats, you just died.
P4AU Akihiko SonicPunch.png
Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead.
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 3 18 -5 -
  • 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.

Boomerang Hook B
Cyclone > B
1550+(150*C) All 21 3 18 -5 4-20 Guard B
  • 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.

Sonic Punch A
Boomerang > A
1300+(200*C) All 13 4 18 -6 -
  • 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.

Sonic Punch B
Boomerang > B
1500+(200*C) All 21 3 18 -5 4-20 Guard B
  • 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]
Ducking
66
P4Arena Akihiko Ducking.png
Whatever you pressed just got you killed.
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
  • Projectile invulnerable and low profiles.
  • Enters Cyclone state and goes into Cyclone follow-ups.

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]
Assault Dive
214A/B (air OK)
P4Arena Akihiko Assault.png
What boxer can and would even attempt to do this?
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 -
  • Akihiko 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.

Akihiko jumps up and does dives at the ground. As this move 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.

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

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.

Air A 1100*2 High, All 10 Until L(4)2 22 -5 -
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

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.

Air B 1300*2 High, All 25 Until L(4)2 22 -5 -
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

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]
EX Corkscrew
236C
P4Arena Akihiko Corkscrew.png
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
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
  • 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]
EX Assault Dive
214C (air OK)
P4Arena Akihiko Assault.png
A-Dive but blue and better and convertible and actually not A-Dive at all.
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 -
  • 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.

Air 1300*2 High, All 10 Until L(4)2 22 -5 -
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

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]
5P
5B
P4Arena Akihiko KillRush.png
RUSH-DA!
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 (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 -
  • Hits 5 times.
  • Final hit launches opponents on hit.

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

6P[edit]
6P
Corkscrew
P4Arena Akihiko Corkscrew.png
Making every brawler comp viable since 2018.
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.
2000 All (18)+24 8 41 -28 -
  • 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.

4P[edit]
4P
Sonic Punch
P4AU Akihiko SonicPunch.png
"TOO WEAK!"
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 All (18)+10 4 28 -15 -
  • Launches opponents on hit.

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


Distortion Skills[edit]

Cyclone Uppercut[edit]
Cyclone Uppercut
236B+C
P4Arena Akihiko CycloneUppercut.png
You don't have to ask if it's gonna kill. The answer is always the same.
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+6 [3+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+1 [3+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+1 [3+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+1 [3+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+1 [3+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+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] 1-17 All
[1-15 All]
  • Invincible on start-up.
  • Damage, the number of hits, and the frame advantage on hit increases with Cyclone level.
  • All hits launch opponents on hit.
  • (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]
Maziodyne
214B+C
P4Arena Akihiko Maziodyne.png
You really thought you were safe at the top of the screen, huh?
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.
(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] 1-22 All
  • Invincible on start-up.
  • Increases in damage as Cyclone level increases.

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


Distortion Skill Duo[edit]

Maziodyne
P during Main Character's Distortion Skill
P4Arena Akihiko Maziodyne.png
"Now for the KO Punch!" *Shoots himself in the skull*
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.
125*16 [100*23, 200] All 1+1 {1(1)}*15,1
[{1(1)}*23,1]
Total: 83 [Total: 97] -35 [-33] 1-6 All
  • Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.
  • 100% minimum damage: 2000 [2500]

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


Astral Heat[edit]

Earth Breaker
222B+C
P4Arena Akihiko IK.png
Giga SUCC
P4Arena Akihiko IK2.png
DON'T LOSE YOUR WAAAAAAY!
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+11 - Total: 140 -95 1-44 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit
  • Vacuums the opponent from anywhere on the screen.

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


Roadmap[edit]

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