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|name=4A | |name=4A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=4A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|4A}} | |||
{{!}}- | |||
* 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 | ||
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|damage=1500 |guard=All | |damage=1500 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-4 | |startup=9 |active= |recovery= |frameAdv=-4 | ||
}} | |||
* Vacuums on hit | {{!}}- | ||
{{Description|6|text=* Vacuums on hit | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|damage=700*4 |guard=All | |damage=700*4 |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-5 | |startup=10 |active= |recovery= |frameAdv=-5 | ||
}} | |||
* Does not cross up, despite appearances | {{!}}- | ||
{{Description|6|text=* Does not cross up, despite appearances | |||
* Last hit launches | * Last hit launches | ||
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|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 | ||
}} | |||
* 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. | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5A}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5AA}} | |||
{{!}}- | |||
{{Description|6|text=* Second hit vacuums | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5AAA}} | |||
{{!}}- | |||
{{Description|6|text=* Identical to 4AAA | |||
* Identical to 4AAA | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|6|text=* Identical to 4AAAA | |||
* Identical to 4AAAA | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5B}} | |||
{{!}}- | |||
* 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. | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5C}} | |||
{{!}}- | |||
* Usable in Cyclone | {{Description|6|text=* Usable in Cyclone | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|2A}} | |||
{{!}}- | |||
* Chains into itself 3 times. | {{Description|6|text=* Chains into itself 3 times. | ||
* Not a low. | * Not a low. | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|2B}} | |||
{{!}}- | |||
* 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. | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|2C}} | |||
{{!}}- | |||
* 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. | ||
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|damage=1000 |guard=High | |damage=1000 |guard=High | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
}} | |||
* 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 | ||
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|damage=900*2 |guard=High | |damage=900*2 |guard=High | ||
|startup=9 |active= |recovery= |frameAdv= | |startup=9 |active= |recovery= |frameAdv= | ||
}} | |||
* 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 | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth: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. | |||
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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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|BC}} | |||
{{!}}- | |||
* 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. | ||
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|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|AD}} | |||
{{!}}- | |||
* 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. | ||
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|input=236A/B | |input=236A/B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236A}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236B}} | |||
{{!}}- | |||
{{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. | ||
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|input=During Cyclone > A/B | |input=During Cyclone > A/B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > A}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|Cyclone > B}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > A}} | |||
{{!}}- | |||
{{Description|7|text=* Press A after Boomerang Hook | |||
* 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 | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|Boomerang > B}} | |||
{{!}}- | |||
{{Description|7|text=* First B press in Cyclone or B after Boomerang Hook | |||
* 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. | ||
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|input=66 | |input=66 | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|66}} | |||
{{!}}- | |||
* 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 | ||
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|input=214A/B (air OK) | |input=214A/B (air OK) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|214A}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Ground B}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|214B}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air A}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|j.214A}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air B}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|j.214B}} | |||
{{!}}- | |||
{{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 | ||
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|input=236C | |input=236C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236C}} | |||
{{!}}- | |||
* 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. | ||
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|input=214C (air OK) | |input=214C (air OK) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|214C}} | |||
{{!}}- | |||
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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|j.214C}} | |||
{{!}}- | |||
{{Description|7|text=Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|5P}} | |||
{{!}}- | |||
* 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. | ||
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|name=6P | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|6P}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
Ducking to Corkscrew. Goes fullscreen. | Ducking to Corkscrew. Goes fullscreen. | ||
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|name=4P | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|4P}} | |||
{{!}}- | |||
* 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 | ||
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|name=Cyclone Uppercut | |name=Cyclone Uppercut | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Level 0}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 0}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 1}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 1}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 2}} | |||
}} | {{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 2}} | ||
{{!}}- | |||
{{AttackVersion|name=Level 3}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 3}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 4}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 4}} | |||
{{!}}- | |||
{{AttackVersion|name=Level 5}} | |||
{{#lsth:BBTag/Akihiko Sanada/Data|236BC Level 5}} | |||
{{!}}- | |||
* 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. | ||
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|name=Maziodyne | |name=Maziodyne | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|214BC}} | |||
{{!}}- | |||
* 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. | ||
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|name=Maziodyne | |name=Maziodyne | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
* 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 | ||
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|name=Earth Breaker | |name=Earth Breaker | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Akihiko Sanada/Data|222BC}} | |||
{{!}}- | |||
* 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 |
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|
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 |
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|
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Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances. |
2C
2C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
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j.B
j.B j.AA |
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j.C
j.C |
Template:AttackDataHeader-BBTag
| ||||
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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. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag
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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 |
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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 it almost always gives hard KD and the damage goes up considerably with Cyclone level. |
Skills
Corkscrew
Corkscrew 236A/B |
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Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B |
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Ducking
Ducking 66 |
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Detailed description of the usefulness of the move go here |
Assault Dive
Assault Dive 214A/B (air OK) |
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Extra Skills
EX Corkscrew
EX Corkscrew 236C |
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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. |
EX Assault Dive
EX Assault Dive 214C (air OK) |
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Partner Skills
5P
5P 5B |
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Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit. |
6P
6P Corkscrew |
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Ducking to Corkscrew. Goes fullscreen. |
4P
4P Sonic Punch |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C |
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Maziodyne
Maziodyne 214B+C |
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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 |
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Detailed description of the usefulness of the move go here |
Astral Heat
Earth Breaker 222B+C |
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Detailed description of the usefulness of the move go here |
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