No edit summary |
|||
Line 73: | Line 73: | ||
{{#lst:BBTag/Akihiko Sanada/Data|4A}} | {{#lst:BBTag/Akihiko Sanada/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Quick jab | ||
* Good for poking though lacking range | * Good for poking though lacking range | ||
* Hits crouch, but can whiff at further ranges | * Hits crouch, but can whiff at further ranges | ||
Line 83: | Line 83: | ||
{{#lst:BBTag/Akihiko Sanada/Data|4AA}} | {{#lst:BBTag/Akihiko Sanada/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 | 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 | ||
Line 91: | Line 91: | ||
{{#lst:BBTag/Akihiko Sanada/Data|4AAA}} | {{#lst:BBTag/Akihiko Sanada/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Does not cross up, despite appearances | ||
* Last hit launches | * Last hit launches | ||
Line 100: | Line 100: | ||
{{#lst:BBTag/Akihiko Sanada/Data|4AAAA}} | {{#lst:BBTag/Akihiko Sanada/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Whiffs on grounded opponent | ||
Generic autocombo ender. Basically no reason to ever use this. | Generic autocombo ender. Basically no reason to ever use this. | ||
Line 119: | Line 119: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5A}} | {{#lst:BBTag/Akihiko Sanada/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Extremely short range | ||
Akihiko's old 5B. Unfortunately startup was nerfed compared to the old version, but it's still his best starter, assuming you can get close enough to land it. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm. | Akihiko's old 5B. Unfortunately startup was nerfed compared to the old version, but it's still his best starter, assuming you can get close enough to land it. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm. | ||
Line 135: | Line 135: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5AA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Second hit vacuums | ||
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it. | Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it. | ||
Line 147: | Line 147: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5AAA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Identical to 4AAA | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
Line 155: | Line 155: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5AAAA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Identical to 4AAAA | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
Line 170: | Line 170: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5B}} | {{#lst:BBTag/Akihiko Sanada/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Listed startup is at point-blank range | ||
* If the first hit connects, performs follow-up hits. | * If the first hit connects, performs follow-up hits. | ||
* Goes into Cyclone follow-ups. | * Goes into Cyclone follow-ups. | ||
Line 187: | Line 187: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5C}} | {{#lst:BBTag/Akihiko Sanada/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Usable in Cyclone | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
Line 205: | Line 205: | ||
{{#lst:BBTag/Akihiko Sanada/Data|2A}} | {{#lst:BBTag/Akihiko Sanada/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Chains into itself 3 times. | ||
* Not a low. | * Not a low. | ||
Line 221: | Line 221: | ||
{{#lst:BBTag/Akihiko Sanada/Data|2B}} | {{#lst:BBTag/Akihiko Sanada/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Head invul | ||
Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances. | Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances. | ||
Line 236: | Line 236: | ||
{{#lst:BBTag/Akihiko Sanada/Data|2C}} | {{#lst:BBTag/Akihiko Sanada/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Usable in Cyclone, increases in damage as Cyclone level increases | ||
*Cyclone version hard knocks down. | *Cyclone version hard knocks down. | ||
Line 253: | Line 253: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.A}} | {{#lst:BBTag/Akihiko Sanada/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* 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. | 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. | ||
Line 268: | Line 268: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.B}} | {{#lst:BBTag/Akihiko Sanada/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Hits twice | ||
* 1st hit knocks downwards | * 1st hit knocks downwards | ||
Line 286: | Line 286: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.C}} | {{#lst:BBTag/Akihiko Sanada/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | }} | ||
}} | }} | ||
Line 304: | Line 304: | ||
{{#lst:BBTag/Akihiko Sanada/Data|BC}} | {{#lst:BBTag/Akihiko Sanada/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Usable in Cyclone | ||
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing. | * If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing. | ||
* Goes into Cyclone followups. | * Goes into Cyclone followups. | ||
Line 322: | Line 322: | ||
{{#lst:BBTag/Akihiko Sanada/Data|AD}} | {{#lst:BBTag/Akihiko Sanada/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 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. | ||
Line 342: | Line 342: | ||
{{#lst:BBTag/Akihiko Sanada/Data|236A}} | {{#lst:BBTag/Akihiko Sanada/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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. | 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. | ||
Line 352: | Line 352: | ||
{{#lst:BBTag/Akihiko Sanada/Data|236B}} | {{#lst:BBTag/Akihiko Sanada/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 374: | Line 374: | ||
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone A}} | {{#lst:BBTag/Akihiko Sanada/Data|Cyclone A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving neutral assist call. | 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. | ||
Line 382: | Line 382: | ||
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone B}} | {{#lst:BBTag/Akihiko Sanada/Data|Cyclone B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Press B after Sonic Punch | ||
More startup and hitstun than A version. Now has armor midway through the startup. | More startup and hitstun than A version. Now has armor midway through the startup. | ||
Line 390: | Line 390: | ||
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang A}} | {{#lst:BBTag/Akihiko Sanada/Data|Boomerang A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Press A after Boomerang Hook | ||
* Combos into B Hook at level 5 Cyclone | * Combos into B Hook at level 5 Cyclone | ||
( | ( | ||
Line 398: | Line 398: | ||
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang B}} | {{#lst:BBTag/Akihiko Sanada/Data|Boomerang B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. Took a heavy P1 nerf into 1.5 meaning it's no longer his absolute best starter. | 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. | ||
Line 414: | Line 414: | ||
{{#lst:BBTag/Akihiko Sanada/Data|66}} | {{#lst:BBTag/Akihiko Sanada/Data|66}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Projectile invul and low profiles | ||
* Usable in Cyclone and goes into Cyclone follow-ups | * Usable in Cyclone and goes into Cyclone follow-ups | ||
Line 434: | Line 434: | ||
{{#lst:BBTag/Akihiko Sanada/Data|214A}} | {{#lst:BBTag/Akihiko Sanada/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Usable in Cyclone and goes into Cyclone followups. | ||
Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone. | Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone. | ||
Line 444: | Line 444: | ||
{{#lst:BBTag/Akihiko Sanada/Data|214B}} | {{#lst:BBTag/Akihiko Sanada/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Important points go here | ||
Slower but more stun on hit. Combos into B Sonic Punch on air hit. | Slower but more stun on hit. Combos into B Sonic Punch on air hit. | ||
Line 452: | Line 452: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.214A}} | {{#lst:BBTag/Akihiko Sanada/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. 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. | ||
Line 462: | Line 462: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.214B}} | {{#lst:BBTag/Akihiko Sanada/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter. | ||
Line 480: | Line 480: | ||
{{#lst:BBTag/Akihiko Sanada/Data|236C}} | {{#lst:BBTag/Akihiko Sanada/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Crosses up | ||
SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly. | SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly. | ||
Line 497: | Line 497: | ||
{{#lst:BBTag/Akihiko Sanada/Data|214C}} | {{#lst:BBTag/Akihiko Sanada/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage. | ||
Line 505: | Line 505: | ||
{{#lst:BBTag/Akihiko Sanada/Data|j.214C}} | {{#lst:BBTag/Akihiko Sanada/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | 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. | ||
Line 523: | Line 523: | ||
{{#lst:BBTag/Akihiko Sanada/Data|5P}} | {{#lst:BBTag/Akihiko Sanada/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit. | Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit. | ||
Line 540: | Line 540: | ||
{{#lst:BBTag/Akihiko Sanada/Data|6P}} | {{#lst:BBTag/Akihiko Sanada/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
Ducking to Corkscrew. Goes fullscreen. | Ducking to Corkscrew. Goes fullscreen. | ||
Line 557: | Line 557: | ||
{{#lst:BBTag/Akihiko Sanada/Data|4P}} | {{#lst:BBTag/Akihiko Sanada/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Can solo convert with Active Switch > 5A | ||
*Can be looped in 4P for burst safe routes | *Can be looped in 4P for burst safe routes | ||
Line 594: | Line 594: | ||
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}} | {{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Damage and hits increase with Cyclone level. | ||
Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect. | Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect. | ||
Line 612: | Line 612: | ||
{{#lst:BBTag/Akihiko Sanada/Data|214BC}} | {{#lst:BBTag/Akihiko Sanada/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames. | 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. | ||
Line 629: | Line 629: | ||
{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}} | {{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
Line 648: | Line 648: | ||
{{#lst:BBTag/Akihiko Sanada/Data|222BC}} | {{#lst:BBTag/Akihiko Sanada/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | Can be blocked, unlike in P4A, so don’t try any monkey business. |
Revision as of 05:59, 16 April 2020
Akihiko |
---|
|
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 |
---|---|
|
|
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 |
---|
5A
5A | Template:AttackDataHeader-BBTag |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C | Template:AttackDataHeader-BBTag |
---|
2A
2A | Template:AttackDataHeader-BBTag |
---|
2B
2B | Template:AttackDataHeader-BBTag |
---|
2C
2C | Template:AttackDataHeader-BBTag |
---|
j.A
j.A j.BB |
Template:AttackDataHeader-BBTag |
---|
j.B
j.B j.AA |
Template:AttackDataHeader-BBTag |
---|
j.C
j.C | Template:AttackDataHeader-BBTag |
---|
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
---|
Double Uppercut
Double Uppercut 5A+D |
Template:AttackDataHeader-BBTag |
---|
Skills
Corkscrew
Corkscrew 236A/B |
Template:AttackDataHeader-BBTag |
---|
Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B |
Template:AttackDataHeader-BBTag |
---|
Ducking
Ducking 66 |
Template:AttackDataHeader-BBTag |
---|
Assault Dive
Assault Dive 214A/B (air OK) |
Template:AttackDataHeader-BBTag |
---|
Extra Skills
EX Corkscrew
EX Corkscrew 236C |
Template:AttackDataHeader-BBTag |
---|
EX Assault Dive
EX Assault Dive 214C (air OK) |
Template:AttackDataHeader-BBTag |
---|
Partner Skills
5P
5P 5B |
Template:AttackDataHeader-BBTag |
---|
6P
6P Corkscrew |
Template:AttackDataHeader-BBTag |
---|
4P
4P Sonic Punch |
Template:AttackDataHeader-BBTag |
---|
Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C |
Template:AttackDataHeader-BBTag |
---|
Maziodyne
Maziodyne 214B+C |
Template:AttackDataHeader-BBTag |
---|
Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
---|
Astral Heat
Earth Breaker 222B+C |
Template:AttackDataHeader-BBTag |
---|
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 •