BBTag/Akihiko Sanada: Difference between revisions

From Dustloop Wiki
No edit summary
Line 52: Line 52:
|name=4A
|name=4A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=4A
{{!}}-
|damage=1000 |guard=All
{{AttackVersion|name=4A}}
|startup=6 |active= |recovery= |frameAdv=+1
{{#lsth:BBTag/Akihiko Sanada/Data|4A}}
|description=
{{!}}-
* Quick jab
{{Description|6|text=* Quick jab
* Good for poking though lacking range
* Good for poking though lacking range
* Hits crouch, but can whiff at further ranges
* Hits crouch, but can whiff at further ranges
Line 67: Line 67:
  |damage=1500 |guard=All
  |damage=1500 |guard=All
  |startup=9 |active= |recovery= |frameAdv=-4
  |startup=9 |active= |recovery= |frameAdv=-4
|description=
}}
* Vacuums on hit
{{!}}-
{{Description|6|text=* Vacuums on hit
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
Line 74: Line 75:
  |damage=700*4 |guard=All
  |damage=700*4 |guard=All
  |startup=10 |active= |recovery= |frameAdv=-5
  |startup=10 |active= |recovery= |frameAdv=-5
|description=
}}
* Does not cross up, despite appearances
{{!}}-
{{Description|6|text=* Does not cross up, despite appearances
* Last hit launches
* Last hit launches


Line 84: Line 86:
  |damage=0, 500, 300*7, 1500 |guard=All
  |damage=0, 500, 300*7, 1500 |guard=All
  |startup=18 |active= |recovery= |frameAdv=-7
  |startup=18 |active= |recovery= |frameAdv=-7
|description=
}}
* Whiffs on grounded opponent
{{!}}-
{{Description|6|text=* Whiffs on grounded opponent


Generic autocombo ender. Basically no reason to ever use this.
Generic autocombo ender. Basically no reason to ever use this.
Line 99: Line 102:
|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=950*2 |guard=All
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-6
{{#lsth:BBTag/Akihiko Sanada/Data|5A}}
|description=
{{!}}-
* Extremely short range
{{Description|6|text=* Extremely short range


Akihiko's old 5B. Unfortunately startup was nerfed compared to the old version, but it's still his best starter, assuming you can get close enough to land it. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Akihiko Sanada/Data|5AA}}
|damage=950*2 |guard=All
{{!}}-
|startup=8 |active= |recovery= |frameAdv=-4
{{Description|6|text=* Second hit vacuums
|description=
* Second hit vacuums


Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA}}
|damage=700*4 |guard=All
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-5
{{Description|6|text=* Identical to 4AAA
|description=
* Identical to 4AAA


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA}}
|damage=0, 500, 300*7, 1500 |guard=All
{{!}}-
|startup=18 |active= |recovery= |frameAdv=-7
{{Description|6|text=* Identical to 4AAAA
|description=
* Identical to 4AAAA


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 145: Line 142:
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=500*5 |guard=All
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
{{#lsth:BBTag/Akihiko Sanada/Data|5B}}
|description=
{{!}}-
* Listed startup is at point-blank range
{{Description|6|text=* Listed startup is at point-blank range
* If the first hit connects, performs follow-up hits.
* If the first hit connects, performs follow-up hits.
* Goes into Cyclone follow-ups.
* Goes into Cyclone follow-ups.
Line 162: Line 159:
|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=800+ |guard=High
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Akihiko Sanada/Data|5C}}
|description=
{{!}}-
* Usable in Cyclone
{{Description|6|text=* Usable in Cyclone
* Knocks down on air hit.
* Knocks down on air hit.


Line 180: Line 177:
|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1000 |guard=All
{{!}}-
|startup=6 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Akihiko Sanada/Data|2A}}
|description=
{{!}}-
* Chains into itself 3 times.
{{Description|6|text=* Chains into itself 3 times.
* Not a low.
* Not a low.


Line 196: Line 193:
|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1500 |guard=All
{{!}}-
|startup=7 |active= |recovery= |frameAdv=-13
{{#lsth:BBTag/Akihiko Sanada/Data|2B}}
|description=
{{!}}-
* Head invul
{{Description|6|text=* Head invul


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 5A) despite appearances.
Line 211: Line 208:
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700+150*(C-1) |guard=Low
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-6
{{#lsth:BBTag/Akihiko Sanada/Data|2C}}
|description=
{{!}}-
* Usable in Cyclone, increases in damage as Cyclone level increases
{{Description|6|text=* Usable in Cyclone, increases in damage as Cyclone level increases


Akihiko's only low so you'll be using it a lot for mixups. Combos into 236X for easy confirms into assist.
Akihiko's only low so you'll be using it a lot for mixups. Combos into 236X for easy confirms into assist.
Line 229: Line 226:
  |damage=1000 |guard=High
  |damage=1000 |guard=High
  |startup=7 |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
|description=
}}
* Important points go here
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 244: Line 242:
  |damage=900*2 |guard=High
  |damage=900*2 |guard=High
  |startup=9 |active= |recovery= |frameAdv=
  |startup=9 |active= |recovery= |frameAdv=
|description=
}}
* Important points go here
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 256: Line 255:
|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=High
{{!}}-
|startup=24 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|j.C}}
|description=
{{!}}-
 
{{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.
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.
  }}
  }}
}}
}}
Line 275: Line 273:
|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|BC}}
|description=
{{!}}-
* Usable in Cyclone
{{Description|6|text=* Usable in Cyclone
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
* Goes into Cyclone followups.
* Goes into Cyclone followups.
Line 293: Line 291:
|input=5A+D
|input=5A+D
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Air Unblockable
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-27
{{#lsth:BBTag/Akihiko Sanada/Data|AD}}
|description=
{{!}}-
* Usable in Cyclone
{{Description|6|text=* Usable in Cyclone


Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as it almost always gives hard KD and the damage goes up considerably with Cyclone level.
Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as it almost always gives hard KD and the damage goes up considerably with Cyclone level.
Line 312: Line 310:
|input=236A/B
|input=236A/B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage=2000+200xC |guard=All
{{AttackVersion|name=A}}
|startup=9 |active= |recovery= |frameAdv=-19
{{#lsth:BBTag/Akihiko Sanada/Data|236A}}
|description=
{{!}}-
* Wallbounces on hit
{{Description|7|text=* Wallbounces on hit


Now a standalone special. Cannot combo off it normally, but makes for easy confirms into assist. 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.
Now a standalone special. Cannot combo off it normally, but makes for easy confirms into assist. 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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no |version=B
{{AttackVersion|name=B}}
|damage=2000+200xC |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|236B}}
|startup=16 |active= |recovery= |frameAdv=-19
{{!}}-
|description=
{{Description|7|text=* Can be held
* Can be held


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, so just do 236A in combos unless you specifically want the delay.
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, so just do 236A in combos unless you specifically want the delay.
Line 339: Line 336:
|input=During Cyclone > A/B
|input=During Cyclone > A/B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Boomerang Hook A
{{!}}-
|damage=1500+150*(C-1) |guard=All
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
|startup=13 |active= |recovery= |frameAdv=-7
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A}}
|description=
{{!}}-
* First A press in Cyclone or A after Sonic Punch
{{Description|7|text=* First A press in Cyclone or A after Sonic Punch


Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B.
Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B.
  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Boomerang Hook B |header=no
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
|damage=1700+150*(C-1) |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B}}
|startup=21 |active= |recovery= |frameAdv=-8
{{!}}-
|description=
{{Description|7|text=* Press B after Sonic Punch
* Press B after Sonic Punch


More startup and hitstun than A version.
More startup and hitstun than A version.
  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Sonic Punch A |header=no
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
|subtitle=A after Boomerang
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A}}
|damage=1500+200*(C-1) |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Press A after Boomerang Hook
|description=
* Press A after Boomerang Hook
* Combos into B Hook at level 5 Cyclone
* Combos into B Hook at level 5 Cyclone


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Sonic Punch B |header=no
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
|subtitle=B after Boomerang
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B}}
|damage=1700+200*(C-1) |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* First B press in Cyclone or B after Boomerang Hook
|description=
* 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.
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.
Line 386: Line 378:
|input=66
|input=66
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup=12 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|66}}
|description=
{{!}}-
* Projectile invul and low profiles
{{Description|6|text=* Projectile invul and low profiles
* Usable in Cyclone and goes into Cyclone follow-ups
* Usable in Cyclone and goes into Cyclone follow-ups


Line 403: Line 395:
|input=214A/B (air OK)
|input=214A/B (air OK)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground A
{{!}}-
|damage=(900+200*C)*2 |guard=All
{{AttackVersion|name=Ground A}}
|startup=36 |active= |recovery= |frameAdv=-5
{{#lsth:BBTag/Akihiko Sanada/Data|214A}}
|description=
{{!}}-
* Usable in Cyclone and goes into Cyclone followups.
{{Description|7|text=* Usable in Cyclone and goes into Cyclone followups.


Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no |version=Ground B
{{AttackVersion|name=Ground B}}
|damage=(900+200*C)*2 |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|214B}}
|startup=40 |active= |recovery= |frameAdv=-5
{{!}}-
|description=
{{Description|7|text=* Important points go here
* Important points go here


Slower but more stun on hit. Combos into B Sonic Punch on air hit.
Slower but more stun on hit. Combos into B Sonic Punch on air hit.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no |version=Air A
{{AttackVersion|name=Air A}}
|damage=1100*2 |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A}}
|startup=9 |active= |recovery= |frameAdv=-5
{{!}}-
|description=
{{Description|7|text=* Emergency techable on air hit
* 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.
Air combo ender. Unlike ground version, air Assault Dives are emergency techable on air hit, so you can't combo after without assist.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no |version=Air B
{{AttackVersion|name=Air B}}
|damage=1300*2 |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B}}
|startup=25 |active= |recovery= |frameAdv=-5
{{!}}-
|description=
{{Description|7|text=* Important points go here
* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 449: Line 438:
|input=236C
|input=236C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2200+200*C |guard=All
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-19
{{#lsth:BBTag/Akihiko Sanada/Data|236C}}
|description=
{{!}}-
* Crosses up
{{Description|6|text=* Crosses up


SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly.
SB Ducking into Corkscrew. 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.
Line 465: Line 454:
|input=214C (air OK)
|input=214C (air OK)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=(900+200*C)*2 |guard=All
{{AttackVersion|name=Ground}}
|startup=24 |active= |recovery= |frameAdv=-5
{{#lsth:BBTag/Akihiko Sanada/Data|214C}}
|description=
{{!}}-
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|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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no |version=Air
{{AttackVersion|name=Air}}
|damage=1300*2 |guard=All
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C}}
|startup=9 |active= |recovery= |frameAdv=-5
{{!}}-
|description=
{{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.
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.
  }}
  }}
}}
}}
Line 489: Line 477:
|name=5P
|name=5P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=500*5 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|5P}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
Line 506: Line 494:
|name=6P
|name=6P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|6P}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Ducking to Corkscrew. Goes fullscreen.
Ducking to Corkscrew. Goes fullscreen.
Line 523: Line 511:
|name=4P
|name=4P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1500 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|4P}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 542: Line 530:
|name=Cyclone Uppercut
|name=Cyclone Uppercut
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Normal
{{!}}-
|damage=3000, 1500x3/<br/>
{{AttackVersion|name=Level 0}}
3000, 1050x5/<br/>
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0}}
3000, 1200x5/<br/>
{{!}}-
3000, 1000x7/<br/>
{{AttackVersion|name=Level 1}}
3000, 1150x7/<br/>
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1}}
3000, 600x15 |guard=All
{{!}}-
|startup=6+6 |active= |recovery= |frameAdv=-47
{{AttackVersion|name=Level 2}}
}}
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2}}
{{AttackData-BBTag
{{!}}-
|version=Enhanced |header=no
{{AttackVersion|name=Level 3}}
|damage=2500*2, 3500/<br/>
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3}}
2500*2, 1500*3/<br/>
{{!}}-
2500*2, 1700*3/<br/>
{{AttackVersion|name=Level 4}}
2500*2, 600*10/<br/>
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4}}
2500*2, 670*10/<br/>
{{!}}-
2500*2, 500*6, 2200*2 |guard=All
{{AttackVersion|name=Level 5}}
|startup=6+6 |active= |recovery= |frameAdv=-47
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5}}
|description=
{{!}}-
* Damage and hits increase with Cyclone level.
{{Description|7|text=* Damage and hits increase with Cyclone level.


Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect.
Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect.
Line 576: Line 564:
|name=Maziodyne
|name=Maziodyne
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=(500+50*C)*16<br/>[(400+40*C)*24] |guard=All
{{!}}-
|startup=4+17 |active= |recovery= |frameAdv=-36
{{#lsth:BBTag/Akihiko Sanada/Data|214BC}}
|description=
{{!}}-
* Hits entire screen
{{Description|6|text=* Hits entire screen


Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves.
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.
Line 593: Line 581:
|name=Maziodyne
|name=Maziodyne
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 612: Line 600:
|name=Earth Breaker
|name=Earth Breaker
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Akihiko Sanada/Data|222BC}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here

Revision as of 03:49, 24 February 2019

Akihiko
BBTag Akihiko Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking

Overview

Backstory

Playstyle

Akihiko has a unique "rekka" mechanic that allows him to do extended juggle combos for high damage. Certain moves (throw, 5B, 66, 214X) can be followed up with Cyclone moves that build Cyclone level for each successive cancel (visible as a counter next to the Assist Gauge). Moves deal more damage at higher Cyclone levels, and certain moves (namely Sonic Blow) gain additional hitstun/untech at higher levels. Since Akihiko can chain Cyclone moves together indefinitely, it is possible to do extended combos at level 5 Cyclone for extremely high damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Extremely high damage
  • 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.
  • Extremely short range on most buttons
  • Mixup RPS can be risky if opponent guesses correctly
  • Only one low button


Normal Moves

4A
4A
BBTag Akihiko 4A.png
BBTag Akihiko 4AA.png
BBTag Akihiko 4AAA.png
BBTag Akihiko 4AAAA.png
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 5 2 11 +1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 8 +0 +1
BBTag Akihiko 4A.png
P4AU Classic, but now +1.
BBTAG Akihiko 4A Hitbox.png
  • 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

1500 All 9 - - -
  • Vacuums on hit
700*4 All 10 - - -
  • 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.

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

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

5A
5A
BBTag Akihiko 5AA.png
BBTag Akihiko 4AAA.png
BBTag Akihiko 4AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950×2 All 7 3(3)3 20 -6 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 17 22 31 5, 13 +0 +2
BBTag Akihiko 5A-1.pngBBTag Akihiko 5A-2.png
BBTAG Akihiko 5A1 Hitbox.pngBBTAG Akihiko 5A2 Hitbox.png
  • Extremely short range

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

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950×2 All 8 5(3)2 19 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11, 9 +0 +2
BBTag Akihiko 5AA.png
BBTAG Akihiko 5AA1 Hitbox.pngBBTAG Akihiko 5AA2 Hitbox.png
  • Second hit vacuums

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

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×4 All 10 2(10)2(10)2(10)2 20 -5 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 5 +0 +2
BBTag Akihiko 4AAA.png
Now off of a better starter.
BBTAG Akihiko 5AAA1 Hitbox.pngBBTAG Akihiko 5AAA2 Hitbox.png
  • Identical to 4AAA

Detailed description of the usefulness of the move go here

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 0, 300×7, 1500 All 18 4 20 -7 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3, 5×8 16 Launch 60 + GBounce - - 11 11, 20, 0×8 +2, +0×9
BBTag Akihiko 4AAAA.png
BBTAG Akihiko 5AAAA Hitbox.png
  • Identical to 4AAAA

Detailed description of the usefulness of the move go here

5B
5B
BBTag Akihiko 5B.png
Template:AttackDataHeader-BBTag
5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 23 27 28 42 1×4, 7 +0 +5
Values in [] are on whiff
BBTag Akihiko 5B.png
The original neutral killer, now contained in one button.
BBTAG Akihiko 5B1 Hitbox.pngBBTAG Akihiko 5B2 Hitbox.png
  • 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. Beware of accidentally pressing this button right as you get pushblocked, as the range is just slightly shorter than the pushblock distance, meaning you'll whiff right in the opponent's punish range.

5C
5C
BBTag Akihiko 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 22 5 22 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Akihiko 5C.png
Unlike most 5C's, this is a bonafide combo ender.
BBTAG Akihiko 5C Hitbox.png
  • Usable in Cyclone
  • Knocks down on air hit.

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

One of his few Persona moves.

2A
2A
BBTag Akihiko 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 2 11 -1 F - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 7 +0 +0
BBTag Akihiko 2A.png
Poke
BBTAG Akihiko 2A Hitbox.png
  • Chains into itself 3 times.
  • Not a low.

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

2B
2B
BBTag Akihiko 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 7 5 25 -13 B 5~11 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 15 +0 +2
BBTag Akihiko 2B.png
For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
BBTAG Akihiko 2B Hitbox.png
  • Head invul

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

2C
2C
BBTag Akihiko 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700+150×(C-1) Low 13 [9] 5 20 [29] -6 [-15] F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch [+ Down 23] 40 Launch [+ Down 23] 55 12 +0 +5
Damage increases with Cyclone Level
Values in [] are when Cyclone Level 1 or higher
BBTag Akihiko 2C.png
Imagine getting opened up high by a man with one low.
BBTAG Akihiko 2C Hitbox.png


  • Usable in Cyclone, increases in damage as Cyclone level increases

Akihiko's only low so you'll be using it a lot for mixups. Combos into 236X for easy confirms into assist.

j.A
j.A
j.BB
BBTag Akihiko jA.png
1000 High 7 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.B
j.B
j.AA
900*2 High 9 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.C
j.C
BBTag Akihiko jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 21 4 35+4L -8 on TK, -2 at best H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 50 + Down 23 Launch 66 + Down 23 13 +0 +8
BBTag Akihiko jC.png
BBTAG Akihiko JC Hitbox.png


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


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Akihiko GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 500×4 Throw 20 [3] 3 23 - T 4~13 P [None] - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 3×4 - Launch 30, 35×3, 35 + GBounce - - - - 0, 11, 4/+5, 8×2 +0
Minimum Damage 2000
Values in [] are when performed during Ducking
BBTag Akihiko GroundThrow.png
BBTAG Akihiko Throw Hitbox.png


  • Usable in Cyclone
  • If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
  • Goes into Cyclone followups.

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

Double Uppercut
Double Uppercut
5A+D
Template:AttackDataHeader-BBTag
AD
Double Uppercut
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(1500-2500)×2 Air Unblockable 10 3(4)3 43 -27 B 1~19 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60 Launch 75 12 +0 +0
Damage increases with Cyclone level. 1500+(200×Cyclone Level)×2
Minimum Damage per Cyclone Level: 75×2 (150) / 85×2 (170) / 95×2 (190) / 105×2 (210) / 115×2 (230) / 125×2 (250)
BBTag Akihiko DoubleUppercut-1.pngBBTag Akihiko DoubleUppercut-2.png
What a fall from grace...
BBTAG Akihiko RA1 Hitbox.pngBBTAG Akihiko RA2 Hitbox.png


  • Usable in Cyclone

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


Skills

Corkscrew
Corkscrew
236A/B
BBTag Akihiko Corkscrew.png
Template:AttackDataHeader-BBTag
A


236A
A Corkscrew
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(2000-3000) All 9 8 31 -13 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5
Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150
BBTag Akihiko Corkscrew.png
BBTAG Akihiko 236A Hitbox.png
  • Wallbounces on hit

Now a standalone special. Cannot combo off it normally, but makes for easy confirms into assist. 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.

B


236B
B Corkscrew
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(2000-3000) All 16~48 8 31 -13 B 5~(11~43) BP - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 +0 +8
Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
Hold button to not attack at all. Total duration for this is 50F, Inv: 4~44 BP
If button is held and invincibility is triggered during 15~44F, Akihiko enters thumbs up stance (24F, inv 1~End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150
BBTag Akihiko Corkscrew.png
BBTAG Akihiko 236A Hitbox.png
  • Can be held

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, so just do 236A in combos unless you specifically want the delay.

Boomerang Hook
Cyclone Follow Ups
During Cyclone > A/B
BBTag Akihiko BoomerangHook.png
BBTag Akihiko SonicPunch.png
Template:AttackDataHeader-BBTag
Boomerang Hook A
Cyclone > A
  • First A press in Cyclone or A after Sonic Punch

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

Boomerang Hook B
Cyclone > B
  • Press B after Sonic Punch

More startup and hitstun than A version.

Sonic Punch A
Boomerang > A
  • Press A after Boomerang Hook
  • Combos into B Hook at level 5 Cyclone

Detailed description of the usefulness of the move go here

Sonic Punch B
Boomerang > B
  • 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.

Ducking
Ducking
66
BBTag Akihiko Ducking.png
Template:AttackDataHeader-BBTag
66
Ducking
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 25 - - 5~17 P - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Akihiko Ducking.png
Whatever you pressed just got you killed.


  • Projectile invul and low profiles
  • Usable in Cyclone and goes into Cyclone follow-ups

Detailed description of the usefulness of the move go here

Assault Dive
Assault Dive
214A/B (air OK)
BBTag Akihiko AssaultDive.png
Template:AttackDataHeader-BBTag
Ground A


214A
A Assault Dive
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(900-1900)×2 High, All 26 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 4 18 19 40 + Down 23, 40 24 55 + Down 23, 55 12 +0 +5
Damage improves with Cyclone Level. (900+200×C)×2
Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)
BBTag Akihiko AssaultDive.png
BBTAG Akihiko 214A Hitbox.png
  • 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.

Ground B


214B
B Assault Dive
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(900-1900)×2 High, All 40 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
Damage improves with Cyclone Level. (900+200×C)×2
Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)
BBTag Akihiko AssaultDive.png
BBTAG Akihiko 214A Hitbox.png
  • Important points go here

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

Air A


j.214A
Air A Assault Dive
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×2 High, All 10 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
Minimum Damage 55×2 (110)
BBTag Akihiko AssaultDive.png
BBTAG Akihiko 214A Hitbox.png
  • 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.

Air B


j.214B
Air B Assault Dive
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 High, All 25 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×2 4 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
Minimum Damage 65×2 (130)
BBTag Akihiko AssaultDive.png
BBTAG Akihiko 214A Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here


Extra Skills

EX Corkscrew
EX Corkscrew
236C
BBTag Akihiko Corkscrew.png
Template:AttackDataHeader-BBTag
236C
EX Corkscrew
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(2200-3200) All 16 8 31 -18 B 4~11 P - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 70 + WBounce Launch 86 + WBounce 9 -4 +5
Damage improves with Cyclone Level. 2200+200×C
Minimum Damage per Cyclone Level 220 / 240 / 260 / 280 / 300 / 320
BBTag Akihiko Corkscrew.png
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
BBTAG Akihiko 236C Hitbox.png


  • Crosses up

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

EX Assault Dive
EX Assault Dive
214C (air OK)
BBTag Akihiko AssaultDive.png
Template:AttackDataHeader-BBTag
Ground


214C
EX Assault Dive
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(900-1900)×2 High, All 24 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 4×2 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
Damage improves with Cyclone Level. (900+200×C)×2
Minimum Damage per Cyclone Level 90×2 (180) / 110×2 (220) / 130×2 (260) / 150×2 (300) / 170×2 (340) / 190×2 (380)
BBTag Akihiko AssaultDive.png
A-Dive but blue and better and convertible and actually not A-Dive at all.
BBTAG Akihiko 214C Hitbox.png

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.

Air


j.214C
Air EX Assault Dive
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 High, All 10 Until L(4)2 22 -5 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 4×2 18 19 40 + Down 23, 40 + GBounce + Down 23 24 55 + Down 23, 55 + GBounce + Down 23 12 +0 +5, +0
Minimum Damage 130×2 (260)
BBTag Akihiko AssaultDive.png
A-Dive but blue and better and convertible and actually not A-Dive at all.
BBTAG Akihiko 214C Hitbox.png

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.

Partner Skills

5P
5P
5B
BBTag Akihiko 5B.png
Template:AttackDataHeader-BBTag
5P
5B
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×5 All (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19×4, Launch 50×5 - - 1×4, 7 +0 +5
Values in [] are on whiff
Minimum Damage 25×5 (125)
BBTag Akihiko 5B.png
BBTAG Akihiko 5P1 Hitbox.pngBBTAG Akihiko 5P2 Hitbox.png


  • Important points go here

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

6P
6P
Corkscrew
BBTag Akihiko Corkscrew.png
Template:AttackDataHeader-BBTag
6P
Corkscrew
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+24 8 41 -28 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 50 + WBounce 50 Launch 66 + WBounce 50 9 +0 +8
Minimum Damage 100
BBTag Akihiko Corkscrew.png
Making every brawler comp viable since 2018.
BBTAG Akihiko 6P Hitbox.png


  • Important points go here

Ducking to Corkscrew. Goes fullscreen.

4P
4P
Sonic Punch
BBTag Akihiko SonicPunch.png
Template:AttackDataHeader-BBTag
4P
Sonic Punch
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All (18)+10 4 28 -15 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 Launch 74 11 +0 +2
Minimum Damage 75
BBTag Akihiko SonicPunch.png
BBTAG Akihiko 4P Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Distortion Skills

Cyclone Uppercut
Cyclone Uppercut
236B+C
BBTag Akihiko CycloneUppercut.png
Template:AttackDataHeader-BBTag
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
  • Damage and hits increase with Cyclone level.

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

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

Maziodyne
Maziodyne
214B+C
BBTag Akihiko Maziodyne.png
Template:AttackDataHeader-BBTag
214BC
Maziodyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
(480-720)×16
[(410-615)×24]
All 4+(45 Flash)+12 {1(1)}×15,1
[{1(1)}×23,1]
Total: 98 [Total: 113] -36 [-35] P2 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
97×16 [98×24] 3 16 Launch 100 Launch 114 0 +0 +2
Values in [] are for Enhanced version
Damage improves with Cyclone Level. (480+48×C)×16 [(410+41×C)×24]
Minimum Damage per Cyclone Level: 72×16 (1152) / 79×16 (1264) / 86×16 (1376) / 93×16 (1488) / 100×16 (1600) / 108×16 (1728)
Enhanced version Minimum Damage per Cyclone Level: 57×24 (1368) / 63×24 (1512) / 68×24 (1632) / 74×24 (1776) / 80×24 (1920) / 86×24 (2064)
BBTag Akihiko Maziodyne.png
You really thought you were safe at the top of the screen, huh?
BBTAG Akihiko 214BC Hitbox.png


  • Hits entire screen

Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves.


Distortion Skill Duo

Maziodyne
P during Main Character's Distortion Skill
BBTag Akihiko Maziodyne.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Maziodyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
125×16 [100×23, 200] All 1+(85 Flash)+1 {1(1)}×15,1
[{1(1)}×23,1]
Total: 83 [Total: 97] -35 [-33] P2 1~6 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 Launch 100 Launch 114 0 +0 +2
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Akihiko Maziodyne.png
BBTAG Akihiko 214BC Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Earth Breaker
222B+C
BBTag Akihiko EarthBreaker.png
BBTag Akihiko EarthBreaker2.png
Template:AttackDataHeader-BBTag
222BC
Earth Breaker
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(92 Flash)+11 - Total: 140 -95 - 1~44 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+13 - -
BBTag Akihiko EarthBreaker.pngBBTag Akihiko EarthBreaker2.png
Giga SUCC • DON'T LOSE YOUR WAAAAAAY!
BBTAG Akihiko 222BC Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Navigation


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.