Akihiko |
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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
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Normal Moves
4A
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5A
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5B
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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. |
5C
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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 | Template:AttackDataHeader-BBTag | ||||
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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. |
2B
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Standard anti-air with fast startup and surprisingly decent range (longer than 5A) despite appearances. |
2C
2C |
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Akihiko's only low so you'll be using it a lot for mixups. Combos into 236X for easy confirms into assist. |
j.A
j.A j.BB |
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Detailed description of the usefulness of the move go here |
j.B
j.B j.AA |
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Detailed description of the usefulness of the move go here |
j.C
j.C |
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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. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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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 |
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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. |
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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Detailed description of the usefulness of the move go here |
Assault Dive
Assault Dive 214A/B (air OK) |
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Extra Skills
EX Corkscrew
EX Corkscrew 236C |
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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) |
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Partner Skills
5P
5P 5B |
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Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit. |
6P
6P Corkscrew |
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Ducking to Corkscrew. Goes fullscreen. |
4P
4P Sonic Punch |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C |
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Maziodyne
Maziodyne 214B+C |
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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. |
Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Earth Breaker 222B+C |
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Detailed description of the usefulness of the move go here |
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Click [★] for character's full frame data
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