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{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akihiko Sanada}} | |||
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[[File:BBTag_Akihiko_Portrait.png| | [[File:BBTag_Akihiko_Portrait.png|300x500px|center]] | ||
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{{#lst:BBTag/Akihiko Sanada/Data| | {{#lst:BBTag/Akihiko Sanada/Data|System Data}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run, Ducking | * Double Jump, 1 Airdash, Dash Type: Run, Ducking | ||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_5B.png |caption=The original neutral killer, now contained in one button. | |image=BBTag_Akihiko_5B.png |caption=The original neutral killer, now contained in one button. | ||
|input=Kill Rush | |||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Invincible on start-up. | * Invincible on start-up. | ||
* Hits 2 times. Both are air unblockable and launch | * Hits 2 times. Both are air unblockable and launch opponents on hit. | ||
* Opponents cannot burst during this attack. | * Opponents cannot burst during this attack. | ||
* Usable in Cyclone, increases in damage as Cyclone level increases. | * Usable in Cyclone, increases in damage as Cyclone level increases. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Wall bounces on hit. | * Wall bounces on hit. | ||
* Increases in damage as Cyclone level increases. | |||
Akihiko travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into 4A on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner. | Akihiko travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into 4A on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Wall bounces on hit. | * Wall bounces on hit. | ||
* Increases in damage as Cyclone level increases. | |||
* Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral. | * Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral. | ||
* Can cancel into Ducking during Weaving. | * Can cancel into Ducking during Weaving. | ||
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====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ====== | ====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ====== | ||
{{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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{{#lst:BBTag/Akihiko Sanada/Data|236C}} | {{#lst:BBTag/Akihiko Sanada/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Wall bounces on hit. | |||
* Ducking crosses up if done close to the opponent. | |||
* Increases in damage as Cyclone level increases. | |||
SB Ducking into Corkscrew. Extremely fast grounded | SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off 5B or 2C, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ====== | ====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_AssaultDive.png |caption= A-Dive but blue and better and convertible and actually not A-Dive at all. | |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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{{#lst:BBTag/Akihiko Sanada/Data|214C}} | {{#lst:BBTag/Akihiko Sanada/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Akihiko becomes airborne around frame 5. | |||
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents. | |||
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases. | |||
Has greater speed than the A version while retaining the B version's ground bounce, making it a important tool for extending solo combo. Get the opponent in the air (like off a grounded Cyclone 2C hit or any 4AAA or 5AAA hit) then use this move to go into his B Boomerang Hook to A Sonic Punch loop. Not recommended for use in pressure as it is only two frames faster than the A version and has the same frame disadvantage on block. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBTag/Akihiko Sanada/Data|j.214C}} | {{#lst:BBTag/Akihiko Sanada/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents. | |||
* Enters Cyclone state and goes into Cyclone follow-ups. | |||
Lightning fast overhead that can continue into a full combo, making it a powerful unreactable overhead. In fact, if it is Tiger Kneed on block off of 4AA, 2B, or either hit of 5A and 5AA, it is gap-less. Also used to convert j.C into a full combo, allowing Akihiko to transition from an air combo into a ground combo. | |||
}} | }} | ||
}} | }} | ||
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====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_5B.png |caption= RUSH-DA | |image=BBTag_Akihiko_5B.png |caption=RUSH-DA! | ||
|input=5B | |input=5B | ||
|name=5P | |name=5P | ||
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{{#lst:BBTag/Akihiko Sanada/Data|5P}} | {{#lst:BBTag/Akihiko Sanada/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Hits 5 times. | |||
* Final hit launches opponents on hit. | |||
Akihiko's best assist for locking down opponents in blockstun. Does high damage in combos but can quickly use up the combo's scaling so use carefully. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_Corkscrew.png |caption= Making every brawler comp viable since 2018 | |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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{{#lst:BBTag/Akihiko Sanada/Data|6P}} | {{#lst:BBTag/Akihiko Sanada/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Projectile invulnerable and low profiles. | |||
* Wall bounces on hit. | |||
Ducking to Corkscrew. Retains the properties of both moves so Akihiko can punish zoning and extend combos. Goes full-screen. Has the highest damage out of all of his assists and the least scaling so use this one for combos whenever possible. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_SonicPunch.png |caption= "TOO WEAK!" | |image=BBTag_Akihiko_SonicPunch.png |caption="TOO WEAK!" | ||
|input=Sonic Punch | |input=Sonic Punch | ||
|name=4P | |name=4P | ||
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{{#lst:BBTag/Akihiko Sanada/Data|4P}} | {{#lst:BBTag/Akihiko Sanada/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Launches opponents on hit. | |||
Akihiko's fastest assist which also has the best vertical hitbox, making it a great anti-air. Can combo into his 5A via an Active switch and can loop into itself during a Cross Combo for a burst safe combo route. | |||
Akihiko's | |||
}} | }} | ||
}} | }} | ||
==Distortion Skills== | ==Distortion Skills== | ||
====== <span style="visibility:hidden;font-size:0">Cyclone Uppercut</span> ====== | ====== <span style="visibility:hidden;font-size:0">Cyclone Uppercut</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_CycloneUppercut.png |caption= You don't have to ask if it's gonna kill. The answer is always the same. | |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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{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}} | {{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Damage and | {{Description|8|text= | ||
* Invincible on start-up. | |||
* Damage, the number of hits, and the frame advantage on hit increases with Cyclone level. | |||
* All hits launch opponents on hit. | |||
* (RB) Follow-up punches are only done if the first hit of the first punch hit something. | |||
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. Can grant safe-jump oki with at least Cyclone level 1. Notably slower and less safe on block or whiff than Double Uppercut which makes it a poor reversal. Start-up speed increases at Cyclone level 1, making it at least a little better during pressure but still not recommended for anything outside of a combo. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ====== | ====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_Maziodyne.png |caption= You really thought you were safe at the top of the screen huh | |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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{{#lst:BBTag/Akihiko Sanada/Data|214BC}} | {{#lst:BBTag/Akihiko Sanada/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Invincible on start-up. | |||
* Increases in damage as Cyclone level increases. | |||
Caesar calls forth lightning that hits everywhere simultaneously. Full-screen punish and reversal tool but one that is extremely negative on block. It is also a projectile so projectile invincible moves can completely disrespect it. Deals less damage and has worse oki than Cyclone Uppercut so only use this move in combos if the uppercut would whiff. | |||
}} | }} | ||
}} | }} | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_Maziodyne.png |caption= "Now for the KO Punch!" *Shoots himself in the skull* | |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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{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}} | {{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage. | |||
* 100% minimum damage: 2000 [2500] | |||
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation. | |||
}} | }} | ||
}} | }} | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_EarthBreaker.png |caption= Giga SUCC | |image=BBTag_Akihiko_EarthBreaker.png |caption=Giga SUCC | ||
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2= DON'T LOSE YOUR WAAAAAAY | |image2=BBTag_Akihiko_EarthBreaker2.png |caption2=DON'T LOSE YOUR WAAAAAAY! | ||
|input=222B+C | |input=222B+C | ||
|name=Earth Breaker | |name=Earth Breaker | ||
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{{#lst:BBTag/Akihiko Sanada/Data|222BC}} | {{#lst:BBTag/Akihiko Sanada/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Vacuums the opponent from | {{Description|7|text= | ||
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | |||
* Invincible on start-up. | |||
* Grants victory upon a successful hit | |||
* Vacuums the opponent from anywhere on the screen. | |||
Caesar pulls opponents into his globe. If it hits, they are placed on the globe of a humongous Caesar where Akihiko drops down on them from above with his fists, blowing up the globe and winning the match. The extreme vacuum effect on this move, the invincibility on start-up, and the fast start-up allows Akihiko to use this as a powerful full-screen punish. High-risk, high-reward as landing it guarantees victory but if the opponent blocks it Akihiko is unlikely to come back from the ensuing punish. | |||
}} | }} | ||
}} | }} | ||
==Roadmap== | ==Roadmap== |
Revision as of 05:04, 20 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Akihiko |
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Overview
"For quite some time I have remained patient for this moment that is now at hand" | |
Lore: | 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. |
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 usable in Cyclone state: Throw, 5C, 2C, all special moves, and all supers.
Moves affected by Cyclone level: Throw, 2C, all special moves, and all supers except Earth Breaker.
Playstyle
Akihiko Sanada 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.
- 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.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B Kill Rush |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A j.BB |
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j.B j.AA |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Moves
Ground Throw 5B+C |
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Double Uppercut 5A+D |
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Skills
Corkscrew 236A/B |
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Cyclone Follow Ups During Cyclone > A/B |
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Ducking 66 |
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Assault Dive 214A/B (air OK) |
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Extra Skills
EX Corkscrew 236C |
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EX Assault Dive 214C (air OK) |
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Partner Skills
5P 5B |
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6P Corkscrew |
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4P Sonic Punch |
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Distortion Skills
Cyclone Uppercut 236B+C |
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Maziodyne 214B+C |
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Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill |
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Astral Heat
Earth Breaker 222B+C |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •