BBTag/Akihiko Sanada: Difference between revisions

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==Overview==
==Overview==
 
''"For quite some time I have remained patient for this moment that is now at hand"''


===Backstory===
===Backstory===
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* 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.
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* Extremely short range on most buttons
* Extremely short range on non-persona attacks.
* Mixup RPS can be risky if opponent guesses correctly
* Mix-up RPS can be risky if opponent guesses correctly.
* Only one low button
* Only has one low.
* Persona attacks are slow and very unsafe on whiff or block.
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|-
|}
|}
===Cyclone===
Akihiko's rekka is influenced by a level system that scales from zero to five based on the number of moves he has linked together in a single chain. Before he can use cyclone moves, however, Akihiko must use one of the moves listed below. Once in it, he can cancel any special into any other special move as well as 5C and 2C. These attacks can be used an unlimited amount of times but they cannot be used in succession (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). As Akihiko chains into more specials, the cyclone level increases which grants his attacks more damage, meter, and hitstun, as well as changing their properties on hit. Keep in mind that if the chain is broken in anyway such as by jumping, using supers, getting hit, or switching characters, the cyclone level will return to zero. Also note that Akihiko's assists cannot enter cyclone state and thus aren't affected by this mechanic.
'''Moves that enter Cyclone state:''' Throw, 5B, and all special moves '''except''' Corkscrew and Double Uppercut.
'''Moves affected by Cyclone level:''' Throw, 5C, 2C, all special moves, and Cyclone Uppercut.
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>
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====== <font style="visibility:hidden" size="0">4A</font> ======
====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_4A.png |caption=
|image=BBTag_Akihiko_4A.png |caption= P4AU Classic, but now +1
|image2=BBTag_Akihiko_4AA.png |caption2=
|image2=BBTag_Akihiko_4AA.png |caption2= Isn't this a rabbit punch? P sure that's illegal
|image3=BBTag_Akihiko_4AAA.png |caption3=
|image3=BBTag_Akihiko_4AAA.png |caption3= What was once a shit auto combo, is now serviceable because of AS
|image4=BBTag_Akihiko_4AAAA.png |caption4=
|image4=BBTag_Akihiko_4AAAA.png |caption4= If you use this, get off the character
|name=4A
|name=4A
|data=
|data=
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* Hits crouch, but can whiff at further ranges
* Hits crouch, but can whiff at further ranges


Detailed description of the usefulness of the move go here
Good for ending basic pressure with as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to hit confirm and stagger during pressure
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{{!}}-
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{{!}}-
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{{Description|7|text=* Vacuums on hit
{{Description|7|text=* Vacuums on hit
Good for a surprise corner steal if you're feeling in the mood for assist shenanigans. Or you want to catch the opponent with a surprise EX Cork in the corner
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  }}
{{!}}-
{{!}}-
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====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_5A.png |caption=
|image=BBTag_Akihiko_5A.png |caption= Boom Boom
|image2=BBTag_Akihiko_5AA.png |caption2=
|image2=BBTag_Akihiko_5AA.png |caption2= Double Uppercut... but actually
|image3=BBTag_Akihiko_4AAA.png |caption3=
|image3=BBTag_Akihiko_4AAA.png |caption3= Now off of a better starter
|image4=BBTag_Akihiko_4AAAA.png |caption4=
|image4=BBTag_Akihiko_4AAAA.png |caption4= If you use Caesar it better be for AS shenanigans
|name=5A
|name=5A
|data=
|data=
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Akihiko's old 5B. Unfortunately startup was nerfed compared to the old version, but it's still his best starter, assuming you can get close enough to land it. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.
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.
Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.
When low on meter or simply going for blockstring pressure, 5A can be used three times before the opponent gets out of range for example: 5A > 2A > 5AA > 2B > 5A > 5B ...
When baiting pushblock, you can cancel the first hit of 5A with 236[B](Weave) to catch most opponents who pushblock regularly at two hits off guard for max damage punish. On the other hand, you can continue pressure if you're pushblocked with an instant airdash j.5B or assist call.
Compared to 5B, 5A is much scarier to deal with, as Aki has more options compared to Cyclone rekkas.
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  {{!}}-
  {{!}}-
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Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.
Special cancelling into 214A on the first hit usually catches opponents off guard and conditions them to block high or spam pushblock/DP.
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  {{!}}-
  {{!}}-
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====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_5B.png |caption=
|image=BBTag_Akihiko_5B.png |caption= The original neutral killer, now contained in one button
|name=5B
|name=5B
|data=
|data=
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====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_5C.png |caption=
|image=BBTag_Akihiko_5C.png |caption= Back in the day, this mid-combo = death. Now it's found a place as a bonafide combo ender.
|name=5C
|name=5C
|data=
|data=
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====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_2A.png |caption=
|image=BBTag_Akihiko_2A.png |caption= Poke
|name=2A
|name=2A
|data=
|data=
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* Not a low.
* 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.
Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but generally has a better hitbox since it doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not point-blank so go into 4A or 5B. Not uncommon for it to AA a lot of jump-ins.  
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}}
}}
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====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_2B.png |caption=
|image=BBTag_Akihiko_2B.png |caption= For all the effort he's putting into this uppercut, it's no wonder this is the God AA
|name=2B
|name=2B
|data=
|data=
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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_2C.png |caption=
|image=BBTag_Akihiko_2C.png |caption= Imagine getting opened up high by a man with one low
|name=2C
|name=2C
|data=
|data=
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*Cyclone version hard knocks down.
*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.
Akihiko's only low so you'll be using it a lot for mixups. Significantly buffed in 1.5 with Cyclone version now comboing into tons of stuff on hit. Can be used to frametrap after A-Hook > duck. And is also strong for catching fuzzy jump attempts during cyclone pressure.
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====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_jA.png |caption=
|image=BBTag_Akihiko_jA.png |caption= JoJo fans will recognize this as the legendary Zoom Punch!
|name=j.A |input=j.BB
|name=j.A |input=j.BB
|data=
|data=
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{{#lsth:BBTag/Akihiko Sanada/Data|j.A}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.A}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Good Air to air


Detailed description of the usefulness of the move go here
While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > j.B(2) to add a third high option for a man with only one low. He can also use rising j.A to fuzzy a portion of the cast.
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====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_jB.png |caption=
|image=BBTag_Akihiko_jB.png |caption= You thought there was going to be one high didn't ya
|name=j.B |input=j.AA
|name=j.B |input=j.AA
|data=
|data=
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{{#lsth:BBTag/Akihiko Sanada/Data|j.B}}
{{#lsth:BBTag/Akihiko Sanada/Data|j.B}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Hits twice
 
* 1st hit knocks downwards
* 2nd hit launches upwards unlike P4AU variation


Detailed description of the usefulness of the move go here
First hit can be comboed into j.214A for knockdown and oki setup.
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  }}
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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_jC.png |caption=
|image=BBTag_Akihiko_jC.png |caption= A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
|name=j.C
|name=j.C
|data=
|data=
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{{#lsth:BBTag/Akihiko Sanada/Data|j.C}}
{{#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.
{{Description|6|text=Better range than 5C but slower and more unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo. While nowhere near his best starter, the damage potential from it is respectable. Instant j.C can combo into 2B on CH.
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  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_GroundThrow.png |caption=
|image=BBTag_Akihiko_GroundThrow.png |caption= You will never understand how amazing it is that this is now his throw
|name=Ground Throw
|name=Ground Throw
|input=5B+C
|input=5B+C
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====== <font style="visibility:hidden" size="0">Double Uppercut</font> ======
====== <font style="visibility:hidden" size="0">Double Uppercut</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_DoubleUppercut.png |caption=
|image=BBTag_Akihiko_DoubleUppercut.png |caption= What a fall from grace...
|name=Double Uppercut
|name=Double Uppercut
|input=5A+D
|input=5A+D
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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 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 the damage goes up considerably with Cyclone level.


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====== <font style="visibility:hidden" size="0">Corkscrew</font> ======
====== <font style="visibility:hidden" size="0">Corkscrew</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption=
|image=BBTag_Akihiko_Corkscrew.png |caption= PILEBUNK--Oh oh sorry... wrong game
|name=Corkscrew
|name=Corkscrew
|input=236A/B
|input=236A/B
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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.
As of 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.
 
As of 2.0, making an attack whiff when weaving will make Akihiko taunt. If he finishes the taunt, he receives half a bar of meter and can still go into corkscrew or ducking afterwards. Happens only once per weaving.
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====== <font style="visibility:hidden" size="0">Boomerang Hook</font> ======
====== <font style="visibility:hidden" size="0">Boomerang Hook</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_BoomerangHook.png |caption=
|image=BBTag_Akihiko_BoomerangHook.png |caption= Congrats, you just died
|image2=BBTag_Akihiko_SonicPunch.png |caption2=
|image2=BBTag_Akihiko_SonicPunch.png |caption2= Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
|name=Cyclone Follow Ups
|name=Cyclone Follow Ups
|input=During Cyclone > A/B
|input=During Cyclone > A/B
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{{Description|7|text=* 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. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving neutral assist call.
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{{!}}-
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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. Now has body invul midway through the startup.
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. Took a heavy P1 nerf into 1.5 meaning it's no longer his absolute best starter.
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  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Ducking</font> ======
====== <font style="visibility:hidden" size="0">Ducking</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Ducking.png |caption=
|image=BBTag_Akihiko_Ducking.png |caption= Whatever you pressed just got you killed
|name=Ducking
|name=Ducking
|input=66
|input=66
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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!
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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====== <font style="visibility:hidden" size="0">Assault Dive</font> ======
====== <font style="visibility:hidden" size="0">Assault Dive</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption=
|image=BBTag_Akihiko_AssaultDive.png |caption= What boxer can and would even attempt to do this
|name=Assault Dive
|name=Assault Dive
|input=214A/B (air OK)
|input=214A/B (air OK)
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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.
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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  {{!}}-
  {{!}}-
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{{Description|7|text=* Important points go here
{{Description|7|text=* Important points go here


Detailed description of the usefulness of the move 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.
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  }}
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====== <font style="visibility:hidden" size="0">EX Corkscrew</font> ======
====== <font style="visibility:hidden" size="0">EX Corkscrew</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption=
|image=BBTag_Akihiko_Corkscrew.png |caption= You didn't block it, you'll never block it. Not even the guy who used it blocked it.
|name=EX Corkscrew
|name=EX Corkscrew
|input=236C
|input=236C
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====== <font style="visibility:hidden" size="0">EX Assault Dive</font> ======
====== <font style="visibility:hidden" size="0">EX Assault Dive</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption=
|image=BBTag_Akihiko_AssaultDive.png |caption= A-Dive but blue and better and convertible and actually not A-Dive at all.
|name=EX Assault Dive
|name=EX Assault Dive
|input=214C (air OK)
|input=214C (air OK)
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====== <font style="visibility:hidden" size="0">5P</font> ======
====== <font style="visibility:hidden" size="0">5P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_5B.png |caption=
|image=BBTag_Akihiko_5B.png |caption= RUSH-DA
|input=5B
|input=5B
|name=5P
|name=5P
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====== <font style="visibility:hidden" size="0">6P</font> ======
====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption=
|image=BBTag_Akihiko_Corkscrew.png |caption= Making every brawler comp viable since 2018
|input=Corkscrew
|input=Corkscrew
|name=6P
|name=6P
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====== <font style="visibility:hidden" size="0">4P</font> ======
====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_SonicPunch.png |caption=
|image=BBTag_Akihiko_SonicPunch.png |caption= "TOO WEAK!"
|input=Sonic Punch
|input=Sonic Punch
|name=4P
|name=4P
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{{#lsth:BBTag/Akihiko Sanada/Data|4P}}
{{#lsth:BBTag/Akihiko Sanada/Data|4P}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Can solo convert with Active Switch > 5A
 
*Can be looped in 4P for burst safe routes


Can combo into itself during cross combo
Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch
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  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Cyclone Uppercut</font> ======
====== <font style="visibility:hidden" size="0">Cyclone Uppercut</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_CycloneUppercut.png |caption=
|image=BBTag_Akihiko_CycloneUppercut.png |caption= You don't have to ask if it's gonna kill. The answer is always the same.
|input=236B+C
|input=236B+C
|name=Cyclone Uppercut
|name=Cyclone Uppercut
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====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Maziodyne.png |caption=
|image=BBTag_Akihiko_Maziodyne.png |caption= You really thought you were safe at the top of the screen huh
|input=214B+C
|input=214B+C
|name=Maziodyne
|name=Maziodyne
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{{Description|6|text=* 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. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames.
  }}
  }}
}}
}}
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==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
{{MoveData
|image=BBTag_Akihiko_Maziodyne.png |caption=
|image=BBTag_Akihiko_Maziodyne.png |caption= "Now for the KO Punch!" *Shoots himself in the skull*
|input=P during Main Character's Distortion Skill  
|input=P during Main Character's Distortion Skill  
|name=Maziodyne
|name=Maziodyne
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==Astral Heat==
==Astral Heat==
{{MoveData
{{MoveData
|image=BBTag_Akihiko_EarthBreaker.png |caption=
|image=BBTag_Akihiko_EarthBreaker.png |caption= Giga SUCC
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2=
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2= Killer Move! Serious Series...
|input=222B+C
|input=222B+C
|name=Earth Breaker
|name=Earth Breaker
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}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Roadmap==
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Revision as of 01:55, 23 November 2019

Akihiko
BBTag Akihiko Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking
Playstyle
Aggressive, Short-range, Avalanche
Team role
Point

Overview

"For quite some time I have remained patient for this moment that is now at hand"

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
  • Extremely high damage both raw and in combos.
  • Strong mixup game with high reward.
  • High HP.
  • Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
  • Persona attacks have fantastic range.
  • Extremely short range on non-persona attacks.
  • Mix-up RPS can be risky if opponent guesses correctly.
  • Only has one low.
  • Persona attacks are slow and very unsafe on whiff or block.

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
BBTag Akihiko 4A.png
P4AU Classic, but now +1
BBTag Akihiko 4AA.png
Isn't this a rabbit punch? P sure that's illegal
BBTag Akihiko 4AAA.png
What was once a shit auto combo, is now serviceable because of AS
BBTag Akihiko 4AAAA.png
If you use this, get off the character
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

Good for ending basic pressure with as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to hit confirm and stagger during pressure

4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 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 9 +0 +2
BBTag Akihiko 4AA.png
BBTAG Akihiko 4AA Hitbox.png
  • Vacuums on hit

Good for a surprise corner steal if you're feeling in the mood for assist shenanigans. Or you want to catch the opponent with a surprise EX Cork in the corner

4AAA


4AAA
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
What was once a shit auto combo is now serviceable because of AS.
BBTAG Akihiko 5AAA1 Hitbox.pngBBTAG Akihiko 5AAA2 Hitbox.png
  • 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.

4AAAA


4AAAA
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
Situational combo ender.
BBTAG Akihiko 5AAAA Hitbox.png
  • Whiffs on grounded opponent

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

5A
5A Boom Boom
BBTag Akihiko 5AA.png
Double Uppercut... but actually
BBTag Akihiko 4AAA.png
Now off of a better starter
BBTag Akihiko 4AAAA.png
If you use Caesar it better be for AS shenanigans
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.

Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.

When low on meter or simply going for blockstring pressure, 5A can be used three times before the opponent gets out of range for example: 5A > 2A > 5AA > 2B > 5A > 5B ...

When baiting pushblock, you can cancel the first hit of 5A with 236[B](Weave) to catch most opponents who pushblock regularly at two hits off guard for max damage punish. On the other hand, you can continue pressure if you're pushblocked with an instant airdash j.5B or assist call.

Compared to 5B, 5A is much scarier to deal with, as Aki has more options compared to Cyclone rekkas.

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.

Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.

Special cancelling into 214A on the first hit usually catches opponents off guard and conditions them to block high or spam pushblock/DP.

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
The original neutral killer, now contained in one button
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. 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
BBTag Akihiko 5C.png
Back in the day, this mid-combo = death. Now it's found a place as a bonafide combo ender.
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
Poke
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. Not uncommon for it to AA a lot of jump-ins.

2B
2B
BBTag Akihiko 2B.png
For all the effort he's putting into this uppercut, it's no wonder this is the God AA
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
Imagine getting opened up high by a man with one low
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
  • 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. Can be used to frametrap after A-Hook > duck. And is also strong for catching fuzzy jump attempts during cyclone pressure.

j.A
j.A
j.BB
BBTag Akihiko jA.png
JoJo fans will recognize this as the legendary Zoom Punch!
Template:AttackDataHeader-BBTag
j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 7 2 11 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 8 +0 +2
BBTag Akihiko jA.png
BBTAG Akihiko JA Hitbox.png


  • Good Air to air

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

j.B
j.B
j.AA You thought there was going to be one high didn't ya
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×2 High 9 3(3)3 15 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 3 16 17 24 22 38 9 +0 +2
BBTag Akihiko jB-1.pngBBTag Akihiko jB-2.png
BBTAG Akihiko JB1 Hitbox.pngBBTAG Akihiko JB2 Hitbox.png


  • Hits twice
  • 1st hit knocks downwards
  • 2nd hit launches upwards unlike P4AU variation

First hit can be comboed into j.214A for knockdown and oki setup.

j.C
j.C
BBTag Akihiko jC.png
A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
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. While nowhere near his best starter, the damage potential from it is respectable. Instant j.C can combo into 2B on CH.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Akihiko GroundThrow.png
You will never understand how amazing it is that this is now his throw
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 What a fall from grace...
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 the damage goes up considerably with Cyclone level.


Skills

Corkscrew
Corkscrew
236A/B
BBTag Akihiko Corkscrew.png
PILEBUNK--Oh oh sorry... wrong game
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. 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.

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. 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.

As of 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.

As of 2.0, making an attack whiff when weaving will make Akihiko taunt. If he finishes the taunt, he receives half a bar of meter and can still go into corkscrew or ducking afterwards. Happens only once per weaving.

Boomerang Hook
Cyclone Follow Ups
During Cyclone > A/B
BBTag Akihiko BoomerangHook.png
Congrats, you just died
BBTag Akihiko SonicPunch.png
Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
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. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving neutral assist call.

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

More startup and hitstun than A version. Now has armor midway through the startup.

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

(

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. Now has body invul midway through the startup. Took a heavy P1 nerf into 1.5 meaning it's no longer his absolute best starter.

Ducking
Ducking
66
BBTag Akihiko Ducking.png
Whatever you pressed just got you killed
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

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)
BBTag Akihiko AssaultDive.png
What boxer can and would even attempt to do this
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.

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.

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. 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.

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

Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.


Extra Skills

EX Corkscrew
EX Corkscrew
236C
BBTag Akihiko Corkscrew.png
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
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
A-Dive but blue and better and convertible and actually not A-Dive at all.
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.

As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.

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.

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.

Partner Skills

5P
5P
5B
BBTag Akihiko 5B.png
RUSH-DA
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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
Making every brawler comp viable since 2018
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
"TOO WEAK!"
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


  • Can solo convert with Active Switch > 5A
  • Can be looped in 4P for burst safe routes

Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch


Distortion Skills

Cyclone Uppercut
Cyclone Uppercut
236B+C
BBTag Akihiko CycloneUppercut.png
You don't have to ask if it's gonna kill. The answer is always the same.
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
You really thought you were safe at the top of the screen huh
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. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames.


Distortion Skill Duo

Maziodyne
P during Main Character's Distortion Skill
BBTag Akihiko Maziodyne.png
"Now for the KO Punch!" *Shoots himself in the skull*
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
Giga SUCC
BBTag Akihiko EarthBreaker2.png
Killer Move! Serious Series...
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


  • 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.


Roadmap

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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.