P4AU/Akihiko Sanada: Difference between revisions

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Revision as of 21:11, 24 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.
Cyclone Meter

Akihiko's skills, supers, All Out Attack, Sweep, Ground Throw and almost all of his Persona Attacks are all Cyclone moves, and thus have a unique property; by cancelling one Cyclone move into another, you raise the Cyclone meter by one level. Cyclone moves depend on the Cyclone meter for certain effects. For example, at Cyclone Level 0, Akihiko's Double Uppercut is a standard DP that blows the opponent back and allows them to air tech. However, further levels send the opponent straight up into the air instead while taking away their ability to air tech, with certain levels allowing you to combo after it! The Cyclone meter goes from 0 to 5, a buff from P4A where it stopped at 3.

P4ArenaUltimax CycloneLevel.png


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, and you can jump cancel this on block.

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 Cyclone move. You'll have to time your input/delay correctly if you want anything other than what the autocombo gives you, however. By default, the autocombo will use Sonic Punch, putting you at a Cyclone level of 1.

This can push opponents a bit out of the corner if their back is to the wall, so be cautious there. Also, the further hits can completely fail to connect if 5D/2D/j.D is out.

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

Akihiko's old Autocombo. The opponent doesn't have to block every different direction of 5AAA, though you can One More Cancel it so they have to. Still, it's probably worth saving the meter to use SB Ducking instead if you want to cross them up.

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
  • Dash Cancel is -3 on block of either hit
  • Forces Fatal counter on counter hit

Double punch to the body. Fatal counter combo starter and a move used regularly in BnBs. Somewhat slow recovery, so it shouldn't be used randomly in neutral - you have better options for that.

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. You can jump cancel this on block.

2B
2B
P4Arena Akihiko 2B.png
RISING UPPAH
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Air Unblockable 7 6 24 -15 Body

Akihiko's anti-air. Has some upper-body invincibility, and is air unblockable. However, its use as an anti-air is limited due to its poor horizontal range, so use this cautiously. This also lifts opponents up into the air, but only if hit in a non-grounded state.

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

Akihiko jabs the air in a motion similar to his 5A/2A. Cancels into itself three times. It's an alright air-to-air poke, but nothing special. As for grounded opponents, this can hit them, but you're better off using j.B.

j.B
j.B
P4Arena Akihiko jB.png
One, two!
Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 150 High 9 3(3)3 15 - Head

Akihiko aims two hooks downwards. Good jumpin due to the angle. Knocks opponents downwards on air hit, so you'll want to pick them up with j.A if you want to continue an air combo.

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

Akihiko jumps up and slams his hand down. This All Out Attack also counts as a Cyclone move, with each level reducing the startup by a frame to make it even more valuable of a mixup tool. This being an All Out Attack, though, you can't cancel it into any other Cyclone moves, which means you'll lose all levels on either hit or block.

Sweep
Sweep
2A+B
P4Arena Akihiko Sweep.png
If protein is supposed to be so powerful, why do you only have one low?
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

Akihiko calls on Caeser to swipe downwards with his sword. Decent range, and can be charged, though this only increases the frame advantage to make you +0. Bounces the opponent on counterhit.

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. Furthermore, since you're airborne, you're unable to increase the pull's effects with Cyclone levels.


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; cancelling a blocked DP into Thunder Fists is a perfect way to make it safe.

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

Akihiko rushes forward and delivers a few series of punches. After the punches land, this can lead into any of his other Cyclone moves. A version has less startup than the B version, but travels less and does less damage. SB version travels the most distance, with the same startup as the A version.

Interestingly enough, Akihiko will only perform the punches if he reaches the opponent's vertical position. This makes it much more safe to whiff if you're not near the opponent, and can even act as a psuedo-dash because of how good of a distance it covers in such short time. However, this doesn't take their horizontal position into regard. If the opponent happens to jump above or over you while you're performing this move and you run underneath them, the punches will come out anyways, making you susceptible to a punish. Use with caution. Still a valuable tool, as this move alone can easily start his offensive game.

Boomerang Hook
Boomerang Hook
4A/B After Cyclone Move
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
  • All versions force fatal counter on counterhit

A hook. Each Cyclone level increases the time the opponent can't tech, as well as the damage.

The A version is quick, and is thus your combo filler/pressure tool that easily leads into the A version of Sonic Punch. Due to its speed, you can delay it a little to catch opponents who try to mindlessly jab out of your pressure, netting you a free fatal counter.

The B version is slower, but is plus on block. Not only that, but it can be charged to make it unblockable. At levels 3 and above, this forces the opponent into a crumple state on hit, meaning that this is an option your opponents are going to have to respect unless they want to eat big damage. Once you've made them respect your A version delay, use the B version to change things up and gain some serious advantage.

The SB version is basically the same as the B version with more damage, but has greater recovery and is less plus on block. However, it has a guard point throughout the startup, making it also a great option for opponents who try to mash out. Doesn't cause crumple on fatal counter anymore, and instead follows the same rules as the B version.

Corkscrew
Corkscrew
6A/B After Cyclone Move
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
  • All versions force fatal counter on counterhit

Akihiko shoots forward with a corkscrew punch. Travels quite a good distance, with each version traveling further than the last. This is your typical combo ender, as you can't cancel into any other Cyclone moves aside from his supers.

The A version is mainly used for corner carry, as it pushes the opponent back quite a far distance. Levels 1 through 4 push the opponent back and cause them to skid along the ground, while Level 5 forces the opponent to wallbounce and end up right in front of you at the perfect angle for a Cyclone Uppercut. This version also has uses as a punish, though, as Levels 3 and 4 force the opponent into a crumple state on counterhit. If your opponent is trying to break your throws after Ducking, immediately cancel into D Weaving into this for a good punish.

Across all levels, the B version swaps sides with the opponent, with a wallbounce that brings them closer to you with each level. At Level 5, this not only forces fatal counter on hit, but also wallbounces them so close to you that you can follow up with a Cyclone Uppercut. The wallbounce is a little awkward if your back is to the corner, however, so you'll want to follow up with Maziodyne instead. Since the opponent swaps sides with you, your followup follows the same input rules as SB Ducking's crossup.

The SB version puts Akihiko through the opponent with differing effects at certain levels, and has full body invulnerability for a good portion of the move, making it a good punish tool. Levels 1 and 2 force the opponent into spin, Levels 3 and 4 send the opponent into the air, and Level 5 forces the opponent into crumple. A counterhit for Level 1 and 2 increases the spin duration.

Sonic Punch
Sonic Punch
8A/B After Cyclone Move
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
  • All versions force fatal counter on counterhit

A punch upwards. Links from and into Boomerang Hook easily, and all versions are air unblockable; use this after weaving to thwart an opponent's jumpin.

The A version of this move is your standard combo filler, due to its relatively quick speed. It has some uses in juggling, but for the most part you'll be using this to inflate the cyclone level while dealing damage/pressure.

The B version of this move sends the opponent into the air at Levels 3 through 5, and is typically how you'll start your juggling due to how many options conveniently set your opponent at the perfect distance for it.

The SB version is more or less the same as the B version, though it always sends the opponent into the air regardless of your Cyclone level, travels faster, and sends them a bit further away.

Ducking
Ducking
236C/D OR 6C/D After Cyclone Move
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 Cyclone moves. Further Cyclone levels increase the speed of this move, as well as the distance of the D version. C version moves a shorter distance forwards than the D version, but has smaller recovery as a result.

Not only can you use this move to reset pressure, but you can also cancel this into your throw; use this to reap the benefits of the Cyclone level you've gained and tack on some good damage. This is an option you're going to want to represent against passive opponents in order to make them panic and open them to an even bigger punish, so be aware of it of it. This move is weak to lows, but Akihiko has plenty of ways to punish mashing.

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 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 Cyclone Move
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 - -

Akihiko shifts himself from side to side so quickly that he leaves afterimages of himself. Can low profile many things such as Mitsuru's 5A or Yu's Zio, but a little worse than Ducking in that regard; it can lose to Kanji's All Out Attack while Ducking won't, for example. The C version holds him in place and can be held, the D version makes him move back a certain distance and cannot be held, and the SB version moves him back the same distance as the D version, but makes him invincible while active. The C version also grants Akihiko SP as long as he holds the stance, with each Cyclone level increasing the rate that the SP is gained.

The C version is mainly used to build up your Cyclone level during combos, since it keeps you in place and can cancel into his other options easily because of this. The D version is good for pressure; if your opponent is wising up to your Ducking>throws, you can use this to bait out the throw, then punish. Much like Ducking, though, this is still weak to lows (and most mashing in general), and although the SB version is not, it comes at the cost of meter. Aside from this, the SB version is excellent for causing your opponent to whiff obvious moves, such as a jump-in or even a throw. Just don't be too predictable with it, as it can be a waste of meter if used poorly, and isn't invincible until frame 5.

Closeout Blow
Closeout Blow
214A/B
P4Arena Akihiko Closeout.png
A defensive, stationary stance passed down in the Morris family.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - 33 Total - -
B - - - - 54 Total - -
SB - - - - 43 Total Lv4-5: 2-37 Guard -

Akihiko takes a defensive stance, and throughout the active frames, he'll counter mids or highs, with each version having their own followups. Has a lengthy amount of recovery, so you'll want to be careful with using this. Both the A and B version lose to lows, so don't throw this out amid your pressure strings unless you're, say, fighting Adachi or something. Counts as a Cyclone move.

The A version will lead into the A version of Corkscrew Punch upon countering a move. This counts as a cancel, so it'll increase the Cyclone level.

The B version and the SB version can both cancel into any Cyclone move, but if you choose to do nothing, Akihiko will instead use the parry to give a thumbs-up and gain SP. Fully invincible during the animation. At Levels 1 through 5 for the B version, Akihiko will gain 15, 30, 45, 45, and 70 SP.

The SB version is the best for countering, as it can counter lows. It's functionally the same as the B version otherwise. At levels 1 through 5, Akihiko will gain 40, 55, 70, 70, and 100 SP! Impressive amounts, until you realize you need to spend 25 SP to activate this, so you're really only getting a net gain of 5 SP at max.

The B and SB versions share a weakness, however; they're generally weak to mashing, even upon parry. Not only is the recovery vulnerable should you choose to go for the SP parry, but they offer no invincibility to your followups. As such, you can successfully parry an attack, gain SP, and get counterhit by your opponent's mashing. The A version doesn't share this weakness, however, as the Corkscrew Punch is very swift; the same is true if you choose to forgo the parry for the B and SB versions for an A Corkscrew Punch only. Because of this, you should only really use the B or SB versions when against an option an opponent has to commit to, such as a DP or Burst for the B version, or an option like Yu's Swift Strike for the SB version. Try not to parry a DP or committal low if they have the meter to One More Cancel, as they're still technically treated as hitting you and can thus One More Cancel their attack to hit you again.

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 Any 22 Until landing, +6 30 -15 Head, Body
SB 800, 400 Any 10 Until landing, +6 30 -15 Head, Body

A punch that takes Akihiko (and his opponent, if airborne) down to the ground. This technically counts as a Cyclone move, so you're able to follow up with any other one after this lands. The A version is faster, typically ends combos, and can only combo into Corkscrew punches or his Supers. However, if hit as a counter, you can combo into any other option. The B version is slower, thus meaning it typically won't be used to end air combos, but knocks the opponent into an angle that's perfect for a B Sonic Punch. The SB version is basically the A version, but allows you to combo into any Cyclone moves.


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.

Fun fact: if Akihiko is under the effect of Shock, this cures it. He'll also say a special line if he's fighting Kanji.


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.