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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 | 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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{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup=18 |active= |recovery= |frameAdv=-7 | |startup=18 |active= |recovery= |frameAdv=-7 | ||
|description= | |description= | ||
* | * Whiffs on grounded opponent | ||
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= | ||
* | * 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. | |||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup=10 |active= |recovery= |frameAdv=-5 | |startup=10 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* | * 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= | ||
* | * 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 | 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. | 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= | ||
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. | 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 | ||
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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{{AttackData-BBTag | {{AttackData-BBTag | ||
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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 | 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= | ||
* | * 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. | |||
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* Hits entire screen | * 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. | |||
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Revision as of 05:33, 16 September 2018
Akihiko |
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Health:
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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 |
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Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Moves
Ground Throw
Ground Throw 5B+C |
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Double Uppercut
Double Uppercut 5A+D |
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Skills
Corkscrew
Corkscrew 236A/B |
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Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B |
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Ducking
Ducking 66 |
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Assault Dive
Assault Dive 214A/B (air OK) |
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Extra Skills
EX Corkscrew
EX Corkscrew 236C |
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EX Assault Dive
EX Assault Dive 214C (air OK) |
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Partner Skills
5P
5P 5B |
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6P
6P Corkscrew |
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4P
4P Sonic Punch |
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Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C |
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Maziodyne
Maziodyne 214B+C |
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Astral Heat
Earth Breaker 222B+C |
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Frame Data & System Data •
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