BBTag/Akihiko Sanada: Difference between revisions

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* Quick jab
* Quick jab
* Good for poking though lacking range
* Good for poking though lacking range
* Hits crouch, but can whiff at further ranges


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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  |description=
  |description=
* Does not cross up, despite appearances
* Does not cross up, despite appearances
* Last hit launches


Akihiko's old P4A autocombo. Unfortunately this move does not cross up even if delayed, but it is possible to call an assist while Akihiko is behind the opponent in order to make a sandwich.
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.
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  |startup=18 |active= |recovery= |frameAdv=-7
  |startup=18 |active= |recovery= |frameAdv=-7
  |description=
  |description=
* Important points go here
* Whiffs on grounded opponent


Detailed description of the usefulness of the move go here
Generic autocombo ender. Basically no reason to ever use this.
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  |startup=8 |active= |recovery= |frameAdv=-4
  |startup=8 |active= |recovery= |frameAdv=-4
  |description=
  |description=
* Important points go here
* Second hit vacuums


Detailed description of the usefulness of the move go here
Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
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  |startup=10 |active= |recovery= |frameAdv=-5
  |startup=10 |active= |recovery= |frameAdv=-5
  |description=
  |description=
* Important points go here
* Identical to 4AAA


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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  |startup=18 |active= |recovery= |frameAdv=-7
  |startup=18 |active= |recovery= |frameAdv=-7
  |description=
  |description=
* Important points go here
* Identical to 4AAAA


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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* Goes into Cyclone follow-ups.
* Goes into Cyclone follow-ups.


Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff.
Akihiko's old Kill Rush special, with some modifications. Notably, both the startup and forward movement speed are faster, making it a great move for compensating for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff. Beware of accidentally pressing this button right as you get pushblocked, as the range is just slightly shorter than the pushblock distance, meaning you'll whiff right in the opponent's punish range.
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* Knocks down on air hit.
* 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.
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 only two Persona moves.
One of his few Persona moves.
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* Not a low.
* Not a low.


Fast jab with the same range and startup as 4A. Not a low so can be used interchangeably with 4A, with the primary difference being that 2A chains into itself instead of an autocombo. 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.
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  |startup=24 |active= |recovery= |frameAdv=
  |startup=24 |active= |recovery= |frameAdv=
  |description=
  |description=
* Extremely unsafe on block


Better range than 5C but slower and unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo.
Better range than 5C but slower and more unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo.
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* Goes into Cyclone followups.
* 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. Adds two Cyclone levels when done in Cyclone either way.
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.
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* First A press in Cyclone or A after Sonic Punch
* First A press in Cyclone or A after Sonic Punch


Detailed description of the usefulness of the move go here
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.
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* First B press in Cyclone or B after Boomerang Hook
* First B press in Cyclone or B after Boomerang Hook


More startup, travel distance, and hitstun than A version.
More startup, travel distance, and hitstun than A version. Usually only combos off 214B/C or with an assist. Can be used as a neutral or pressure tool to close distance.
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  |startup=9 |active= |recovery= |frameAdv=-5
  |startup=9 |active= |recovery= |frameAdv=-5
  |description=
  |description=
Considerably faster than the ground version. To the point that it will combo off of a jump-cancelled 2B on a grounded opponent.
Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos.
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  |startup=6+6 |active= |recovery= |frameAdv=-47
  |startup=6+6 |active= |recovery= |frameAdv=-47
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
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* Hits entire screen
* Hits entire screen


Detailed description of the usefulness of the move go here
Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves.
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Revision as of 05:33, 16 September 2018

Akihiko
BBTag Akihiko Portrait.png

Health:
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking

Overview

Backstory

Playstyle

Akihiko has a unique "rekka" mechanic that allows him to do extended juggle combos for high damage. Certain moves (throw, 5B, 66, 214X) can be followed up with Cyclone moves that build Cyclone level for each successive cancel (visible as a counter next to the Assist Gauge). Moves deal more damage at higher Cyclone levels, and certain moves (namely Sonic Blow) gain additional hitstun/untech at higher levels. Since Akihiko can chain Cyclone moves together indefinitely, it is possible to do extended combos at level 5 Cyclone for extremely high damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Extremely high damage
  • 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.
  • Extremely short range on most buttons
  • Mixup RPS can be risky if opponent guesses correctly
  • Only one low button

Template:CharLinks-BBTag

Normal Moves

4A
4A
BBTag Akihiko 4A.png
BBTag Akihiko 4AA.png
BBTag Akihiko 4AAA.png
BBTag Akihiko 4AAAA.png
All 6 - - - All 9 - - - All 10 - - - All 18 - - -
5A
5A
BBTag Akihiko 5AA.png
BBTag Akihiko 4AAA.png
BBTag Akihiko 4AAAA.png
All 8 - - - All 8 - - - All 10 - - - All 18 - - -
5B
5B
BBTag Akihiko 5B.png
All 10 - - -
5C
5C
BBTag Akihiko 5C.png
High 22 - - -
2A
2A
BBTag Akihiko 2A.png
All 6 - - -
2B
2B
BBTag Akihiko 2B.png
All 7 - - -
2C
2C
BBTag Akihiko 2C.png
Low 13 - - -
j.A
j.A
BBTag Akihiko jA.png
High 7 - - -
j.B
j.B
High 9 - - -
j.C
j.C
BBTag Akihiko jC.png
High 24 - - -


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Akihiko GroundThrow.png
Throw 7 - - -
Double Uppercut
Double Uppercut
5A+D
Air Unblockable 10 - - -


Skills

Corkscrew
Corkscrew
236A/B
BBTag Akihiko Corkscrew.png
All 9 - - - All 16 - - -
Boomerang Hook
Cyclone Follow Ups
During Cyclone > A/B
BBTag Akihiko BoomerangHook.png
BBTag Akihiko SonicPunch.png
All 13 - - - All 21 - - - All - - - All - - -
Ducking
Ducking
66
BBTag Akihiko Ducking.png
12 - - -
Assault Dive
Assault Dive
214A/B (air OK)
BBTag Akihiko AssaultDive.png
All 36 - - - All 40 - - - All 9 - - - All 25 - - -


Extra Skills

EX Corkscrew
EX Corkscrew
236C
BBTag Akihiko Corkscrew.png
16 - - -
EX Assault Dive
EX Assault Dive
214C (air OK)
BBTag Akihiko AssaultDive.png
All 24 - - - All 9 - - -

Partner Skills

5P
5P
5B
BBTag Akihiko 5B.png
- - -
6P
6P
Corkscrew
BBTag Akihiko Corkscrew.png
- - -
4P
4P
Sonic Punch
BBTag Akihiko SonicPunch.png
- - -


Distortion Skills

Cyclone Uppercut
Cyclone Uppercut
236B+C
BBTag Akihiko CycloneUppercut.png
6+6 - - -
Maziodyne
Maziodyne
214B+C
BBTag Akihiko Maziodyne.png
4+17 - - -


Astral Heat

Earth Breaker
222B+C
BBTag Akihiko EarthBreaker.png
BBTag Akihiko EarthBreaker2.png
- - -



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