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;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run, Ducking | * Double Jump, 1 Airdash, Dash Type: Run, Ducking | ||
;Playstyle | |||
:Aggressive, Short-range, Avalanche | |||
;Team role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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===Backstory=== | ===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=== | ===Playstyle=== | ||
Akihiko | 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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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Extremely high damage | * Extremely high damage both raw and in combos. | ||
* Strong mixup game with high reward | * Strong mixup game with high reward. | ||
* High HP | * 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. | * 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. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Extremely short range on | * Extremely short range on non-persona attacks. | ||
* | * Mix-up RPS can be risky if opponent guesses correctly. | ||
* Only one low | * Only has one low. | ||
* Persona attacks are slow and very unsafe on whiff or block. | |||
|- | |- | ||
|} | |} | ||
===Cyclone=== | |||
Akihiko's rekka is influenced by a level system that scales from zero to five based on the number of moves he has linked together in a single chain. Before he can use cyclone moves, however, Akihiko must use one of the moves listed below. Once in it, he can cancel any special into any other special move as well as 5C and 2C. These attacks can be used an unlimited amount of times but they cannot be used in succession (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). As Akihiko chains into more specials, the cyclone level increases which grants his attacks more damage, meter, and hitstun, as well as changing their properties on hit. Keep in mind that if the chain is broken in anyway such as by jumping, using supers, getting hit, or switching characters, the cyclone level will return to zero. Also note that Akihiko's assists cannot enter cyclone state and thus aren't affected by this mechanic. | |||
'''Moves that enter Cyclone state:''' Throw, 5B, and all special moves '''except''' Corkscrew and Double Uppercut. | |||
'''Moves affected by Cyclone level:''' Throw, 5C, 2C, all special moves, and Cyclone Uppercut. | |||
{{#lst:BBTag/Akihiko Sanada/Data|Links}} | {{#lst:BBTag/Akihiko Sanada/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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* Goes into Cyclone follow-ups. | * 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. | 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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{{Description|6|text=* 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. | *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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{{Description|6|text=* Important points go here | {{Description|6|text=* Important points go here | ||
First hit can be comboed into j.214A for knockdown and oki setup. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
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{{Description|6|text=* Usable in Cyclone | {{Description|6|text=* Usable in Cyclone | ||
Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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{{Description|7|text=* Wallbounces on hit | {{Description|7|text=* Wallbounces on hit | ||
Now a standalone special | 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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{{#lsth:BBTag/Akihiko Sanada/Data|236B}} | {{#lsth:BBTag/Akihiko Sanada/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Can be held | {{Description|7|text=* 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, | 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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{{Description|7|text=* Press B after Sonic Punch | {{Description|7|text=* Press B after Sonic Punch | ||
More startup and hitstun than A version. | More startup and hitstun than A version. Now has armor midway through the startup. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|7|text=* Press A after Boomerang Hook | {{Description|7|text=* Press A after Boomerang Hook | ||
* Combos into B Hook at level 5 Cyclone | * Combos into B Hook at level 5 Cyclone | ||
( | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|7|text=* First B press in Cyclone or B after Boomerang Hook | {{Description|7|text=* 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. Now has body invul midway through the startup. | ||
}} | }} | ||
}} | }} | ||
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* Usable in Cyclone and goes into Cyclone follow-ups | * 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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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. | ||
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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{{Description|7|text=* Emergency techable on air hit | {{Description|7|text=* 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. 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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{{Description|7|text=* Important points go here | {{Description|7|text=* Important points go here | ||
Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height. | {{Description|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. | ||
As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos. | {{Description|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. | ||
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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{{Description|6|text=* Important points go here | {{Description|6|text=* Important points go here | ||
Can combo into itself during cross combo | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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{{#lsth:BBTag/Akihiko Sanada/Data|222BC}} | {{#lsth:BBTag/Akihiko Sanada/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 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. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Akihiko Sanada/Data|Links}} | {{#lsth:BBTag/Akihiko Sanada/Data|Links}} |
Revision as of 23:56, 14 October 2019
Akihiko |
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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 |
---|---|
|
|
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 | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag | ||||
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Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff. Hugely buffed in 1.5 with the travel distance being roughly twice (!) as far, allowing you to punish bad neutral and pushblock attempts easily. |
5C
5C | Template:AttackDataHeader-BBTag | ||||
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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 | ||||
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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 | ||||
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Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances. |
2C
2C |
Template:AttackDataHeader-BBTag
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Akihiko's only low so you'll be using it a lot for mixups. Significantly buffed in 1.5 with Cyclone version now comboing into tons of stuff on hit. |
j.A
j.A j.BB |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
j.B
j.B j.AA |
Template:AttackDataHeader-BBTag
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First hit can be comboed into j.214A for knockdown and oki setup. |
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as the damage goes up considerably with Cyclone level. |
Skills
Corkscrew
Corkscrew 236A/B |
Template:AttackDataHeader-BBTag |
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Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B |
Template:AttackDataHeader-BBTag |
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Ducking
Ducking 66 |
Template:AttackDataHeader-BBTag
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Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes! Can be used to punish bursts if timed correctly, leading into Cyclone B starter. |
Assault Dive
Assault Dive 214A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Corkscrew
EX Corkscrew 236C |
Template:AttackDataHeader-BBTag
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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) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P 5B |
Template:AttackDataHeader-BBTag
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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 |
Template:AttackDataHeader-BBTag
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Ducking to Corkscrew. Goes fullscreen. |
4P
4P Sonic Punch |
Template:AttackDataHeader-BBTag
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Can combo into itself during cross combo |
Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C |
Template:AttackDataHeader-BBTag |
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Maziodyne
Maziodyne 214B+C |
Template:AttackDataHeader-BBTag
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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 |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
Astral Heat
Earth Breaker 222B+C |
Template:AttackDataHeader-BBTag
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Can be blocked, unlike in P4A, so don’t try any monkey business. |
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