Akihiko
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run, Ducking
- Playstyle
- Aggressive, Short-range, Avalanche
- Team role
- Point
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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
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- 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.
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- 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.
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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
P4AU Classic, but now +1 Isn't this a rabbit punch? P sure that's illegal What was once a shit auto combo, is now serviceable because of AS If you use this, get off the character
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5A
5A
Boom Boom Double Uppercut... but actually Now off of a better starter If you use Caesar it better be for AS shenanigans
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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5A
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950*2
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All
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7
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3(3)3
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20
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-6
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-
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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.
Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.
When low on meter or simply going for blockstring pressure, 5A can be used three times before the opponent gets out of range for example: 5A > 2A > 5AA > 2B > 5A > 5B ...
When baiting pushblock, you can cancel the first hit of 5A with 236[B](Weave) to catch most opponents who pushblock regularly at two hits off guard for max damage punish. On the other hand, you can continue pressure if you're pushblocked with an instant airdash j.5B or assist call.
Compared to 5B, 5A is much scarier to deal with, as Aki has more options compared to Cyclone rekkas.
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5AA
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950*2
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All
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8
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5(3)2
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19
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-4
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-
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Same as 4AA with one extra hit. Rather long animation and bad proration so skip this if you don't need it.
Can jump-cancel on hit or block on either hit. Can also special cancel on either hit.
Special cancelling into 214A on the first hit usually catches opponents off guard and conditions them to block high or spam pushblock/DP.
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5AAA
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700*4
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All
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10
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2(10)2(10)2(10)2
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20
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-5
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-
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Detailed description of the usefulness of the move go here
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5AAAA
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500, 0, 300*7, 1500
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All
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18
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4
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20
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-7
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-
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Detailed description of the usefulness of the move go here
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5B
5B
The original neutral killer, now contained in one button
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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500*5
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All
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9~21
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2(2)1(2)2(2)1(3)5 [3]
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23 [26]
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-9
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-
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- Listed startup is at point-blank range
- If the first hit connects, performs follow-up hits.
- 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. Hugely buffed in 1.5 with the travel distance being roughly twice (!) as far, allowing you to punish bad neutral and pushblock attempts easily.
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5C
5C
Back in the day, this mid-combo = death. Now it's found a place as a bonafide combo ender.
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2A
2B
2B
For all the effort he's putting into this uppercut, it's no wonder this is the God AA
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2C
2C
Imagine getting opened up high by a man with one low
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j.A
j.A j.BB
JoJo fans will recognize this as the legendary Zoom Punch!
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j.B
j.B j.AA
You thought there was going to be one high didn't ya
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j.C
j.C
A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
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Universal Moves
Ground Throw
Ground Throw 5B+C
You will never understand how amazing it is that this is now his throw
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Double Uppercut
Double Uppercut 5A+D
What a fall from grace...
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Skills
Corkscrew
Corkscrew 236A/B
PILEBUNK--Oh oh sorry... wrong game
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Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B
Congrats, you just died Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
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Ducking
Ducking 66
Whatever you pressed just got you killed
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Assault Dive
Assault Dive 214A/B (air OK)
What boxer can and would even attempt to do this
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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Ground A
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(900+200*C)*2
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High, All
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26
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Until L(4)2
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22
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-5
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-
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- 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.
As of 1.5, all versions now hit overhead; A version can be used as a throw bait/mixup, while B version can be used with Active Switch to set up unblockables.
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Ground B
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(900+200*C)*2
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High, All
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40
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Until L(4)2
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22
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-5
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-
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Slower but more stun on hit. Combos into B Sonic Punch on air hit.
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Air A
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1100*2
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High, All
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10
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Until L(4)2
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22
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-5
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-
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- 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.
Easiest oki setup tool. After j.214A (second hit), 66 > B follows any ground tech direction to catch jump-wakeup or force block string situation. Oki can still be beaten by reversals and wake up supers, however.
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Air B
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1300*2
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High, All
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25
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Until L(4)2
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22
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-5
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-
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Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.
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EX Corkscrew
EX Corkscrew 236C
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
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EX Assault Dive
EX Assault Dive 214C (air OK)
A-Dive but blue and better and convertible and actually not A-Dive at all.
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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Ground
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(900+200*C)*2
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High, All
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24
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Until L(4)2
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22
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-5
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-
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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.
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Air
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1300*2
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High, All
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10
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Until L(4)2
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22
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-5
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-
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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.
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Partner Skills
5P
6P
6P Corkscrew
Making every brawler comp viable since 2018
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4P
4P Sonic Punch
"TOO WEAK!"
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Distortion Skills
Cyclone Uppercut
Cyclone Uppercut 236B+C
You don't have to ask if it's gonna kill. The answer is always the same.
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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Level 0
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3500, 1500*3 [2800*2, 3500]
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All
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6+(33 Flash)+6 [3+(33 Flash)+4]
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3(6)4,2,6 [3(6)2(??+15)2]
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Until L+24
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-47 [-36]
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1-22 All [1-15 All]
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Level 1
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3500, 1050*5 [2800*2, 1500*3]
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All
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6+(33 Flash)+1 [3+(33 Flash)+4]
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3(6)2*3,3*2 [3(6)2(??+15)6,4,8]
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Until L+24L
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-50 [-43]
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1-17 All [1-15 All]
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Level 2
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3500, 1200*5 [2800*2, 1700*3]
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All
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6+(33 Flash)+1 [3+(33 Flash)+4]
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3(6)2*3,3*2 [3(6)2(??+10)6,4,8]
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Until L+24L
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-50 [-43]
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1-17 All [1-15 All]
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Level 3
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3500, 1000*7 [2500*2, 600*10]
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All
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6+(33 Flash)+1 [3+(33 Flash)+4]
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3(6)2*3,1*3,3 [3(6)2(??+10)6,1*7,3]
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Until L+24L
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-57 [-48]
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1-17 All [1-15 All]
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Level 4
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3500, 1150*7 [2500*2, 670*10]
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All
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6+(33 Flash)+1 [3+(33 Flash)+4]
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3(6)2*3,1*3,3 [3(6)2(??+10)6,1*7,3]
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Until L+24L
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-57 [-48]
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1-17 All [1-15 All]
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Level 5
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3500, 600*15 [2500*2, 500*6, 2200*2]
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All
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6+(33 Flash)+1 [3+(33 Flash)+4]
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3(6)2*7,1*8 [3(6)2(??+10)6,2*3,3*2(??+24)9,12]
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Until L+24L
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-99 [-105]
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1-17 All [1-15 All]
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- 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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Maziodyne
Maziodyne 214B+C
You really thought you were safe at the top of the screen huh
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Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill
"Now for the KO Punch!" *Shoots himself in the skull*
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Astral Heat
Earth Breaker 222B+C
Giga SUCC Killer Move! Serious Series...
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Roadmap
Template:Roadmap
Navigation
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To edit frame data, edit values in BBTag/Akihiko Sanada/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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