P4AU/Akihiko Sanada: Difference between revisions

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|data=
|data=
  {{AttackData-P4AU
  {{AttackData-P4AU
|version=Lv 0
  |damage=Lv 0: 700
  |damage=Lv 0: 700


Lv 1: 750
Lv 1: 750


Lv 2: 800
Lv 2: 800


Lv 3: 850
Lv 3: 850


Lv 4: 900
Lv 4: 900


Lv 5: 1000
Lv 5: 1000
  |attribute=Leg |guard=Low
  |attribute=Leg |guard=Low
  |startup=13 |active=5 |recovery=Lv 0: 20
  |startup=13 |active=5 |recovery=Lv 0: 20


Lv 1-5: 18 |frameAdv=Lv 0: -8
Lv 1-5: 18 |frameAdv=Lv 0: -8


Lv 1-5: -6
Lv 1-5: -6
  |description=
  |description=
Your one and only low, making it a valuable mixup tool to round out Akihiko's already impressive pressure. Again, this is your ''only low'', so make sure to abuse it if the opponent is blocking high during your strings.
Your one and only low, making it a valuable mixup tool to round out Akihiko's already impressive pressure. Again, this is your ''only low'', so make sure to abuse it if the opponent is blocking high during your strings.

Revision as of 02:12, 3 October 2019

Akihiko Sanada
P4U Akihiko Portrait.png
Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Offensive Rushdown/Rekka

Introduction

P-1 Climax Nickname: "The Two-Fisted Protein Junkie!"
Persona: Caesar
Arcana: The Emperor
Backstory:

  • Placeholder

Strengths/Weaknesses

Strengths Weaknesses
  • Doesn't rely on his persona, so Persona Break isn't that big of an issue.
  • Good health.
  • Good damage scaling, as well as damaging combos.
  • Has plenty of ways to mixup the opponent.
  • Poor range.
  • Struggles against zoning characters.
  • Only one low, which typically ends his combos.
Akihiko cancels note
a * under cancels mean he can cancel into Cyclone moves. You cannot cancel into the same move twice during these chains, including Hop and Roll.


Normal Attacks

5A (Normal)
5A
Normal
P4Arena Akihiko 5A.png
P4Arena Akihiko 5AA.png
P4AU Akihiko 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 5 2 11 0 Body

A quick punch. If inputted as 4A, will prevent leading into 5AA. Cancels into itself 3 times, and is even on block. Good pressure tool.

5AA 300 Any 9 2 15 -2 Body

A hook towards himself. Vacuums the opponent in, so if they're close enough, you can mix the opponent up with a throw.

5AAA 200 Any 11 3 20 -8 Body

A swift uppercut that begins the rest of his autocombo. If it hits, Akihiko will continue the autocombo by darting around and knocking his opponent around a few times to the air, ground and back again before ending it at a state where you can use any Kill Rush followup. By default, the autocombo will use Sonic Punch, putting you at a Cyclone level of 1.

5A (Shadow)
5A
Shadow
P4Arena Akihiko 5A.png
P4Arena Akihiko 5AA.png
P4Arena Akihiko 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 5 2 11 0 Body
5AA 300 Any 9 2 15 -2 Body
5AAA 200, 100x3 Any 11 2(10)1(10)2(10)2 20 -7 Body
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5B
5B
P4Arena Akihiko 5B.png
Boom Boom
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200, 6 on hit Any 6 3(3)3 20 -4 Body

Double punch to the body.

  • Dash Cancel is -3 on block of either hit
  • Fatal counter combo starter and a move used regularly in BnBs. Somewhat slow recovery so should not be used randomly in neutral game.
  • Forces Fatal counter on counter hit
2A
2A
P4Arena Akihiko 2A.png
Poke.
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Any 5 2 11 -2 Leg

A poke with roughly the same range as his 5A. Cancels into itself up to three times. Akihiko unfortunately shares the trait with Adachi in that his 2A is not a low.

2B
2B
P4Arena Akihiko 2B.png
RISING UPPAH
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Air Unblockable 7 6 24 -15 Body
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j.A
j.A
P4Arena Akihiko jA.png
Poke in the air
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 7 2 11 - Head
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j.B
j.B
P4Arena Akihiko jB.png
Two hits, Knocks down on air hit.
Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 150 High 9 3(3)3 15 - Head
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All Out Attack
All Out Attack
A+B
P4Arena Akihiko AOA.png
Dunk. Powah.
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High Lv 0: 30

Lv 1: 29

Lv 2: 28

Lv 3: 27

Lv 4: 26

Lv 5: 25

9 24 -14 Body
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Sweep
Sweep
2A+B
P4Arena Akihiko Sweep.png
YEET!
Damage Guard Startup Active Recovery Frame Adv. Attribute
Lv 0: 700

Lv 1: 750

Lv 2: 800

Lv 3: 850

Lv 4: 900

Lv 5: 1000

Low 13 5 Lv 0: 20

Lv 1-5: 18

Lv 0: -8

Lv 1-5: -6

Leg

Your one and only low, making it a valuable mixup tool to round out Akihiko's already impressive pressure. Again, this is your only low, so make sure to abuse it if the opponent is blocking high during your strings.

Each Cyclone level of this move slightly increases the time the opponent is spent airborne, giving you a bit more advantage on hit. Even though this is thus counted as a Cyclone move, you can't lead into any other ones besides his supers.


Persona Attacks

5C
5C Persona Required
P4Arena Akihiko 5C.png
CAAESSAAAAR
Damage Guard Startup Active Recovery Frame Adv. Attribute
Lv 0: 1300

Lv 1: 1400

Lv 2: 1500

Lv 3: 1600

Lv 4-5: 1700

High 25 (30) 5 19 (14) -5 (0) Body
  • Dash Cancel is -3 on block whether charged or not

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5D
5D Persona Required
P4Arena Akihiko 5D.png
Gravity
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 29 Total - -

Pulls the opponent towards Caeser for the duration of the normal. Unlike in P4A, using 5D or 2D no longer prevents Akihiko from using other Persona attacks (i.e. Akihiko can now pull with 5D, then attack shortly afterwards with 5C). This also counts as a Cyclone move, with each level increasing the speed that the opponent comes towards you. However, you can't cancel into any other cyclone moves after this. This is a vital tool for opponents who try to keep away, as well as a great offensive tool; pulling an opponent towards you and blocking them with your body means they're forced to take quite a bit more offense than they otherwise would due to the negated pushback. Keep in mind that Caeser is a pretty big target, though, so don't throw this out carelessly against zoners.

2C
2C Persona Required
P4AU Akihiko 2C.png
Shocking new move, isn't it? ...Wait, this doesn't Shock?
Damage Guard Startup Active Recovery Frame Adv. Attribute
Lv0: 0, 100, 50x5, 500

Lv1: 0, 110, 55x5, 550

Lv2: 0, 120, 60x5, 600

Lv3: 0, 130, 65x5, 650

Lv4: 0, 140, 70x5, 700

Lv5: 0, 150, 75x5, 750

Throw 19 4 28 - Body

Akihiko's new anti-air Persona grab. Caesar shocks the opponent before slamming them down for a ground bounce. Useful for ending juggling combos. Easily cancels into 236236A/B in the corner, but requires specific timing anywhere else. Inflicts Silence if successful, and each Cyclone level further increases the Silence duration.

2D
2D Persona Required
P4Arena Akihiko 2D.png
Get over here. But take your time.
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - Pulls on 24 - 29 Total - -

Completely the same as 5D, except for one major difference: as the move's command suggests, you're crouching.

j.C
j.C Persona Required
P4Arena Akihiko jC.png
Chop
Damage Guard Startup Active Recovery Frame Adv. Attribute
1600 High 28 4 29+10 landing - Head

Akihiko calls Caeser to slice the air in front of him in a pretty wide arc. Bounces the opponent into the air upon counterhit.

Because it hangs Akihiko in the air for the entirety of the move and has a good range to boot, this is usable as an anti anti-air.

j.D
j.D Persona Required
P4Arena Akihiko jD.png
Oh. I'm in the open.
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - Pulls on 24 - 48 Total - -

Like 5D and 2D, but taken in a bold direction: you're aerial. Caeser, however, is not.

This is a bit of a risky move to use anywhere other than fullscreen. Not only does this have more recovery than the grounded versions, but with Caeser being grounded and away from you, it's very easy for an opponent to hit him.


Universal Mechanics

Ground Throw
Ground Throw
C+D
P4Arena Akihiko KillRush.png
Hold still while I beat you up a while.
Damage Guard Startup Active Recovery Frame Adv. Attribute
Lv0: 0, 200, 100x2

Lv1-5: 0, 200, 100x3, 4

Throw,100 5 3 25 - Throw

Akihiko hits the opponent with a series of punches, leaving them standing close to him. You can use any Kill Rush followup after this throw.

Not only does the throw itself count as a Cyclone move, thus raising the Cyclone level if done out of another one, but it gets different effects at certain levels above 0. Levels 1 and 2 both send the opponent away, limiting your followup options, Levels 3 and 4 send the opponent into the air at an angle that allows you to follow up with Sonic Punch, and Level 5 sends the opponent straight upwards into the air.

Air Throw
Air Throw
j.C+D
P4Arena Akihiko AOA.png
Never seen anybody fall like this.
Damage Guard Startup Active Recovery Frame Adv. Attribute
1500 Throw, 100 4 3 19 - Throw

Akihiko punches the opponent to the ground, falling down with them. Doesn't lead to much outside of the corner.

Double Uppercut
Double Uppercut
B+D
P4Arena Akihiko BD.png
Straight to the Moon.
Damage Guard Startup Active Recovery Frame Adv. Attribute
Lv 0-1: 1600, 300

Lv 2-3: 700, 350

Lv 4-5: 800, 400

Air Unblockable, Any 9 3(4)3 38 -24 Body

Akihiko's DP also happens to be a Cyclone move! At Level 0, this merely sends the opponent into the air with the opportunity to air tech, but Levels 1-5 don't allow the opponent to air tech and send them further into the air each level. No matter the level, you can only cancel either hit of this into his supers.

Guard Cancel Attack
Guard Cancel Attack
P4Arena Akihiko 2B.png
Same animation as 2B...why?
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Akihiko's Guard Cancel Attack shares the animation of his 2B, which makes it abysmal for getting someone off of you due to its complete lack of horizontal range. You should only use this when an opponent is close to you, because this can easily whiff and be a perfect waste of meter.


Skill Attacks

Kill Rush
Kill Rush
236A/B
P4Arena Akihiko KillRush.png
RTSD to Punching Flurry.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 100, 50*3, 500 Any 11 - 23 Total -4 Body
B 120, 60*5, 500 Any 24 - 36 Total -8 Body
SB 140, 70*9, 500 Any 11 - 26 Total -8 Body
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Boomerang Hook
Boomerang Hook
4A/B After Kill Rush
P4Arena Akihiko Boomerang.png
Look at that bicep. Jesus.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A Lv1: 600

Lv2-3: 720

Lv4-5: 900

Any 13 3 18 -6 Body
B Lv1: 800

Lv2-3: 960

Lv4-5: 1200

Any 21[41] 3 15 +4 Body
SB Lv1: 1000

Lv2: 1200

Lv3: 1200

Lv4: 1500

Lv5: 1500

Any 23 3 26 +1 Body
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Corkscrew
Corkscrew
6A/B After Kill Rush
P4Arena Akihiko Corkscrew.png
Keep it classy!
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A Lv1: 1000

Lv2-3: 1200

Lv4-5: 1500

Any 6 -6 34 -18 Body
B Lv1: 1200

Lv2-3: 1440

Lv4-5: 1800

Any 9 -6 40 -24 Body
SB Lv1: 1200

Lv2-3: 1440

Lv4-5: 1800

Any 15 -6 35 -19 Body
  • List what the move is used for
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Sonic Punch
Sonic Punch
8A/B After Kill Rush
P4AU Akihiko SonicPunch.png
Effective Boss Killer.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A Lv1: 500

Lv2-3: 600

Lv4-5: 750

AUB 13 4 18 -7 Body
B Lv1:650

Lv2-3:780

Lv4-5:975

AUB 21 4 26 -13 Body
SB Lv1:800

Lv2-3:960

Lv4:1200

Lv5:1200

AUB 23 4 20 -4 Body
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Ducking
Ducking
236C/D OR 6C/D After Kill Rush
P4Arena Akihiko Ducking.png
Getting distance!
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - 13-20 Low Profile 25 Total 5-12 Low -
D - - - 20-34 40 - -
SB - - - 13-18 22 - -

A short command dash forwards. Low profiles certain attacks due to his stance, and can quickly lead into his other Kill Rush followups. Like with all other options, builds up the Cyclone level.

C version moves a shorter distance forwards than the D version, but has smaller recovery as a result, making it ideal for combos and pressure.

If he's close enough while it's performed, the SB version can allow Akihiko to travel through the opponent if they aren't in the corner, allowing for deadly crossups thanks to its speed. However, when doing a Kill Rush followup out of this crossup, the game will read the direction of your input as if it were done before the crossup. For example, if you want to do Boomerang Hook (4A/B) after this, you would technically press 6A/B once on the other side.

Weaving/Webbing
Weaving/Webbing
214C/D OR 4C/D After Kill Rush
P4Arena Akihiko Weaving.png
Dodging bullets.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - 11-20 24 Total, can be held - -
D - - - 11-35 Low Profile 41 Total - -
SB - - - 5-37 44 Total - -
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Closeout Blow
Closeout Blow
214A/B
P4Arena Akihiko Closeout.png
Come at me bro.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - 33 Total - -
B - - - - 54 Total - -
SB - - - - 43 Total Lv4-5: 2-37 Guard -
  • List what the move is used for
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Assault Dive
Assault Dive
j.214A/B
P4Arena Akihiko Assault.png
Superhero Punch.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 600, 300 Any 10 Until landing, +6 30 -15 Head, Body
B 800, 400, 2 Any 22 Until landing, +6 30 -15 Head, Body
SB 800, 400 Any 10 Until landing, +6 30 -15 Head, Body
  • List what the move is used for
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SP Skill Attacks

Cyclone Uppercut
Cyclone Uppercut
236236A/B
P4Arena Akihiko CycloneUppercut.png
Super VV
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A Lv0: 1000x2

Lv1: 1000+550x2

Lv2: 1000+600x2

Lv3: 1000+350x4

Lv4: 1000+400x4

Lv5: 1000+2000

Air Unblockable, Any 4+5 3(6)12 until landing + 20 Lv0: -35

Lv1-2: -41

Lv3-4: -49

Lv5: -7

Body
B Lv0: 1200+360x3

Lv1: 1200+240x5

Lv2: 1200+264x5

Lv3: 1200+240x7

Lv4: 1200+276x7

Lv5: 1200+168x15

Air Unblockable, Any 8+5 3(6)12, 23 for lv5 Lv 0-4: until landing + 15

Lv 5: until landing + 42

Lv0: -31

Lv1-2: -32

Lv3-4: -39

Lv5: -85

Body
SB Lv0: 1300, 520x2

Lv1: 1300, 520x2, 100x2

Lv2: 1300, 520x2, 200x2

Lv3: 1300, 520x2, 70x9

Lv4: 1300, 520x2, 100x9

Lv5: 1300, 520x2, 200x5, 700x2

Air Unblockable, Any 3+5 Lv0: 3 (3) 2 (39) 2

Lv1-4: 3 (3) 2 (34) 18

Lv5: 3 (3) 2 (34) 18 (45) 21

Lv 0-4: until landing + 20,

Lv 5: until landing + 42

Lv0: -34

Lv1-2: -47

Lv3-4: -52

Lv5: -27

Body

Akihiko does a fierce uppercut that takes both him and his opponent into the air before falling back down. For the most damage, you'll want to make sure very first part of this move hits. Otherwise, this is your primary super ender, as it results in a knockdown and gives great damage depending on your Cyclone level.

The B version of this move slightly pushes Akihiko forward before use. At Cyclone Level 5, it will also swap sides with the opponent, even if their back is to the corner.

The SB version of this move consists of multiple uppercuts. It will always do all of them (2 for Cyclone Levels 1-4, 3 for Level 5) regardless of whether or not the first one hit, so be careful.

Thunder Fists
Thunder Fists Persona Required
236236C/D
P4Arena Akihiko ThunderFists.png
YOU WA SHOCK
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - ?+4 - 13 total - -
D - - ?+4 - 28 total - -
SB 1000 All 4+4 3 51 total -28 Projectile

All of Akihiko's fist-based attacks cause Shock on hit or block to opponents, rendering them unable to move until it wears off which allows for some easy follow-ups. The Shock duration lasts for 60 frames on block and 120 frames on hit. This also adds chip damage to his fist-based attacks, furthering his offense. Thunder Fists wears off if Akihiko is hit while the buff is active, but not if another Persona attack is used.

SB version adds a hitbox to the activation that induces Shock and knocks the opponent down. However, this isn't applied if blocked, and the hitbox itself is quite small - about the size of Akihiko's body.


Awakened SP Skill Attacks

Maziodyne Persona Required
214214C/D
P4Arena Akihiko Maziodyne.png
Not going anywhere.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C Lv0: 200, 100*15

Lv1: 120, 60*31

Lv2: 140, 70*31

Lv3: 80, 40*64

Lv4: 90, 45*64

Lv5: 80, 40*80

Any 4+18 1(1)1... Total 119 Lv0 -53

Lv1~2: -21

Lv3~4: -19

Lv5: -3

Projectile
D Lv0: 200, 100*15

Lv1: 120, 60*31

Lv2: 140, 70*31

Lv3: 80, 40*64

Lv4: 90, 45*64

Lv5: 80, 40*80

Any 4+26 1(1)1... Total 112 Lv 0: -38

Lv 1-2: -6

Lv 3-4: -4

Lv 5: +12

Projectile
SB Lv0: 200, 100*23

Lv1: 140, 70*39

Lv2: 160, 80*39

Lv3: 80, 40*80

Lv4: 90, 45*80

Lv5: 80, 40*96

Any 4+22 1(1)1... Total 123 Lv0: -37

Lv1-2: -5

Lv3-4: -3

Lv5: +13

Projectile

Akihiko summons Caeser to cover the whole screen with lightning. Inflicts Shock on hit, with further Cyclone levels increasing the duration of said shock, as well as the damage and frame advantage. At Level 5 for the D and SB versions, you're not just safe on block, you're plus!

Useful for punishing obvious zoning attempts or ending certain combos, as the Shock's duration is valuable for locking opponents down.


Instant Kill

Earth Breaker Persona Required
222C+D
P4Arena Akihiko IK.png
If you touch the globe, you die.
P4Arena Akihiko IK2.png
You brought this upon yourself.
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Unblockable 17+106 81 96 - Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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External References


Navigation

To edit frame data, edit values in P4AU/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.