Akihiko
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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
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Overview
Backstory
After a fire destroyed the orphanage he called home and took the life of his younger sister Miki, Akihiko swore he would become stronger in her memory. He took up boxing and quickly become known for his skills in the ring. Some time afterwards, he awoke to the power of persona and was recruited by Mitsuru Kirijo into the group called SEES. In the year 2009, Akihiko assisted her and the rest of the SEES with fighting the arcana shadows and ending the Dark Hour. After graduating from Gekkoukan High School, Akihiko began traveling the world to hone his boxing skills and seek out worthy opponents.
Playstyle
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
Strengths |
Weaknesses
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- 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.
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- 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.
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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.
Normal Moves
4A
4A
P4AU Classic, but now +1 Isn't this a rabbit punch? P sure that's illegal What was once a shit auto combo, is now serviceable because of AS If you use this, get off the character
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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4A
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1000
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All
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5
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2
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11
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+1
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- Quick jab
- Good for poking though lacking range
- Hits crouch, but can whiff at further ranges
Detailed description of the usefulness of the move go here
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4AA
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1500
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All
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9
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2
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19
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-4
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4AAA
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700*2
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All
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10
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2(10)2 [2(10)2(10)2]
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20
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-5
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- Does not cross up, despite appearances
- Last hit launches
Akihiko's old P4A autocombo. Unfortunately this move does not cross up, despite appearances, but it is possible to call an assist while Akihiko is behind the opponent in order to make a sandwich. On hit, the last hit launches and combos into 214C.
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4AAAA
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500, 0, 300*7, 1500
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All
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18
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4
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-
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-7
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- Whiffs on grounded opponent
Generic autocombo ender. Basically no reason to ever use this.
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5A
5A
Boom Boom Double Uppercut... but actually Now off of a better starter If you use Caesar it better be for AS shenanigans
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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950*2
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All
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7
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3(3)3
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20
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-6
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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.
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5AA
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950*2
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All
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8
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5(3)2
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19
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-4
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Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
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5AAA
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700*2
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All
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10
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2(10)2 [2(10)2(10)2]
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20
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-5
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Detailed description of the usefulness of the move go here
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5AAAA
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500, 0, 300*7, 1500
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All
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18
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4
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-
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-7
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Detailed description of the usefulness of the move go here
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5B
5B
The original neutral killer, now contained in one button
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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500*5
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All
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9~21
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2(2)1(2)2(2)1(3)5 [3]
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23 [26]
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-9
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- Listed startup is at point-blank range
- If the first hit connects, performs follow-up hits.
- Goes into Cyclone follow-ups.
Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff. Hugely buffed in 1.5 with the travel distance being roughly twice (!) as far, allowing you to punish bad neutral and pushblock attempts easily.
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5C
5C
Back in the day, this mid-combo = death. Now it's found a place as a bonafide combo ender.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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800+
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High
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22
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5
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22
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-10
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- Usable in Cyclone
- Knocks down on air hit.
Akihiko's old 5C with considerable start-up buffs making it an actual legitimate mixup and combo tool now. Notably, with the faster startup, it can be used as a knockdown ender for juggle combos, and always gives a safejump.
One of his few Persona moves.
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2A
2A
Poke
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1000
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All
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6
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2
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11
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-1
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- Chains into itself 3 times.
- Not a low.
Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but generally has a better hitbox since it doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not point-blank so go into 4A or 5B.
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2B
2B
For all the effort he's putting into this uppercut, it's no wonder this is the God AA
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2C
2C
Imagine getting opened up high by a man with one low
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700+150*(C-1)
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Low
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13 [9]
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5
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20 [29]
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-6 [-15]
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- Usable in Cyclone, increases in damage as Cyclone level increases
- Cyclone version hard knocks down.
Akihiko's only low so you'll be using it a lot for mixups. Significantly buffed in 1.5 with Cyclone version now comboing into tons of stuff on hit.
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j.A
j.A j.BB
JoJo fans will recognize this as the legendary Zoom Punch!
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j.B
j.B j.AA
You thought there was going to be one high didn't ya
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j.C
j.C
A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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High
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21
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4
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35+4L
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-
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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.
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Universal Moves
Ground Throw
Ground Throw 5B+C
You will never understand how amazing it is that this is now his throw
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0, 500*4
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Throw
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7~30
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3
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23
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-
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- Usable in Cyclone
- If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
- Goes into Cyclone followups.
Somewhat unique throw that acts as a Cyclone move. Akihiko performs the standard run-up throw if done normally, or a Ducking into throw if done in Cyclone, but note that the automatic Ducking is slower than doing 66 manually then throwing. Ducking version adds two Cyclone levels regardless of whether you do it manually or automatically.
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Double Uppercut
Double Uppercut 5A+D
What a fall from grace...
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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(1500+200*C)*2
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Air Unblockable
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10
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3(4)3
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43
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-27
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Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as the damage goes up considerably with Cyclone level.
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Skills
Corkscrew
Corkscrew 236A/B
PILEBUNK--Oh oh sorry... wrong game
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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2000+200xC
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All
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9
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8
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31
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-13
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Now a standalone special. Beware of using this to end a juggle in the corner as it will typically result in the opponent being bounced out of the corner.
Yet another move that was buffed in 1.5 with a slightly higher wallbounce, allowing you to combo off it on counterhit or off a high-enough air juggle.
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B
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2000+200xC
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All
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16~48
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8
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31
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-13
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- Can be held. Can cancel into 66 while weaving.
Weaving into Corkscrew. Hold B to continue weaving, release to perform Corkscrew. This is the only way for Akihiko to perform Weaving, so use it to bait reversals during Cyclone pressure. Deals the same damage as 236A and still only adds one Cyclone level.
In 1.5, you can now cancel weaving into ducking (and back into weaving again) which significantly reduces the commitment required with weaving and gives an indefinitely unbroken period of projectile invul while building Cyclone levels with each input.
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Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B
Congrats, you just died Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Boomerang Hook A Cyclone > A
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1350+(150*C)
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All
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13
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3
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18
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-5
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- First A press in Cyclone or A after Sonic Punch
Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B.
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Boomerang Hook B Cyclone > B
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1550+(150*C)
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All
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21
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3
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18
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-5
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- Press B after Sonic Punch
More startup and hitstun than A version. Now has armor midway through the startup.
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Sonic Punch A Boomerang > A
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1300+(200*C)
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All
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13
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4
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18
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-6
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- Press A after Boomerang Hook
- Combos into B Hook at level 5 Cyclone
(
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Sonic Punch B Boomerang > B
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1500+(200*C)
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All
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21
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3
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18
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-5
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- First B press in Cyclone or B after Boomerang Hook
More startup, travel distance, and hitstun than A version. Usually only combos off 214B/C or with an assist. Can be used as a neutral or pressure tool to close distance. Now has body invul midway through the startup.
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Ducking
Ducking 66
Whatever you pressed just got you killed
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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-
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-
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-
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-
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25
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-
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- Projectile invul and low profiles
- Usable in Cyclone and goes into Cyclone follow-ups
Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes!
Can be used to punish bursts if timed correctly, leading into Cyclone B starter.
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Assault Dive
Assault Dive 214A/B (air OK)
What boxer can and would even attempt to do this
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground A
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(900+200*C)*2
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High, All
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26
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Until L(4)2
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22
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-5
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- Usable in Cyclone and goes into Cyclone followups.
Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone.
As of 1.5, all versions now hit overhead; A version can be used as a throw bait/mixup, while B version can be used with Active Switch to set up unblockables.
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Ground B
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(900+200*C)*2
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High, All
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40
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Until L(4)2
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22
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-5
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Slower but more stun on hit. Combos into B Sonic Punch on air hit.
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Air A
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1100*2
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High, All
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10
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Until L(4)2
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22
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-5
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- Emergency techable on air hit
Air combo ender. Unlike ground version, air Assault Dives are emergency techable on air hit, so you can't combo after without assist. Completely unreactable overhead when TK'd, but you can't combo it into anything.
Easiest oki setup tool. After j.214A (second hit), 66 > B follows any ground tech direction to catch jump-wakeup or force block string situation. Oki can still be beaten by reversals and wake up supers, however.
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Air B
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1300*2
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High, All
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25
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Until L(4)2
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22
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-5
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Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.
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EX Corkscrew
EX Corkscrew 236C
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2200+200*C
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All
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16
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8
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31
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-18
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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.
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EX Assault Dive
EX Assault Dive 214C (air OK)
A-Dive but blue and better and convertible and actually not A-Dive at all.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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(900+200*C)*2
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High, All
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24
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Until L(4)2
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22
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-5
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Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height.
As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.
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Air
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1300*2
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High, All
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10
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Until L(4)2
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22
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-5
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Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos.
Is an overhead as of 1.5, meaning TK j.214C is unreactable like the A version, but you can combo off it like the B version.
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Partner Skills
5P
5P 5B
RUSH-DA
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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500*5
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All
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(18)+13~24
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2(2)1(2)2(2)1(3)5 [3]
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23 [26]
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-9
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Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
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6P
6P Corkscrew
Making every brawler comp viable since 2018
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4P
4P Sonic Punch
"TOO WEAK!"
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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(18)+10
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4
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28
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-15
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- Can solo convert with Active Switch > 5A
- Can be looped in 4P for burst safe routes
Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch
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Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C
You don't have to ask if it's gonna kill. The answer is always the same.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Level 0
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3500, 1500*3 [2800*2, 3500]
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All
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6+6 [3+4]
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3(6)4,2,6 [3(6)2(??+15)2]
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Until L+24
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-47 [-36]
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Level 1
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3500, 1050*5 [2800*2, 1500*3]
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All
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6+1 [3+4]
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3(6)2*3,3*2 [3(6)2(??+15)6,4,8]
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Until L+24L
|
-50 [-43]
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Level 2
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3500, 1200*5 [2800*2, 1700*3]
|
All
|
6+1 [3+4]
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3(6)2*3,3*2 [3(6)2(??+10)6,4,8]
|
Until L+24L
|
-50 [-43]
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Level 3
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3500, 1000*7 [2500*2, 600*10]
|
All
|
6+1 [3+4]
|
3(6)2*3,1*3,3 [3(6)2(??+10)6,1*7,3]
|
Until L+24L
|
-57 [-48]
|
Level 4
|
3500, 1150*7 [2500*2, 670*10]
|
All
|
6+1 [3+4]
|
3(6)2*3,1*3,3 [3(6)2(??+10)6,1*7,3]
|
Until L+24L
|
-57 [-48]
|
Level 5
|
3500, 600*15 [2500*2, 500*6, 2200*2]
|
All
|
6+1 [3+4]
|
3(6)2*7,1*8 [3(6)2(??+10)6,2*3,3*2(??+24)9,12]
|
Until L+24L
|
-99 [-105]
|
- Damage and hits increase with Cyclone level.
Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect.
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
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Maziodyne
Maziodyne 214B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
(480+48*C)*16 [(410+41*C)*24]
|
All
|
4+12
|
{1(1)}*15,1 [{1(1)}*23,1]
|
Total: 98 [Total: 113]
|
-36 [-35]
|
Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves.
|
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Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
125*16 [100*23, 200]
|
All
|
1+1
|
{1(1)}*15,1 [{1(1)}*23,1]
|
Total: 83 [Total: 97]
|
-35 [-33]
|
Detailed description of the usefulness of the move go here
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Astral Heat
Earth Breaker 222B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
All
|
1+11
|
-
|
Total: 140
|
-95
|
- Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.
Can be blocked, unlike in P4A, so don’t try any monkey business.
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Navigation
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To edit frame data, edit values in BBTag/Akihiko Sanada/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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