|
|
Line 266: |
Line 266: |
| {{FrameDataNoHeader-P4M | | {{FrameDataNoHeader-P4M |
| |version=AoA Lv1 | | |version=AoA Lv1 |
| |damage=" | | |damage=300 |
| |spgain=" | | |spgain=3 |
| |level=" | | |level=5 |
| |attribute=" | | |attribute=Body |
| |guard=" | | |guard=High |
| |cancel=" | | |cancel=- |
| |p1=" | | |p1=0 |
| |p2=" | | |p2=1000 |
| |smp=" | | |smp=10000 |
| |startup=25 | | |startup=25 |
| |active=" | | |active=9 |
| |recovery=" | | |recovery=24 |
| |staticDiff=" | | |staticDiff=-14 |
| |invuln=17-25G | | |invuln=17-25G |
| |hitbox=Akihiko/AB | | |hitbox=Akihiko/AB |
| }} | | }} |
| {{FrameDataNoHeader-P4M | | {{FrameDataNoHeader-P4M |
| |version=All Out Attack Lv2 | | |version=AoA Lv2 |
| |damage=" | | |damage=300 |
| |spgain=" | | |spgain=3 |
| |level=" | | |level=5 |
| |attribute=" | | |attribute=Body |
| |guard=" | | |guard=High |
| |cancel=" | | |cancel=- |
| |p1=" | | |p1=0 |
| |p2=" | | |p2=1000 |
| |smp=" | | |smp=10000 |
| |startup=24 | | |startup=24 |
| |active=" | | |active=9 |
| |recovery=" | | |recovery=24 |
| |staticDiff=" | | |staticDiff=-14 |
| |invuln=16-24G | | |invuln=16-24G |
| |hitbox=Akihiko/AB | | |hitbox=Akihiko/AB |
| }} | | }} |
| {{FrameDataNoHeader-P4M | | {{FrameDataNoHeader-P4M |
| |version=Attack Lv3 | | |version=AoA Lv3 |
| |damage=" | | |damage=300 |
| |spgain=" | | |spgain=3 |
| |level=" | | |level=5 |
| |attribute=" | | |attribute=Body |
| |guard=" | | |guard=High |
| |cancel=" | | |cancel=- |
| |p1=" | | |p1=0 |
| |p2=" | | |p2=1000 |
| |smp=" | | |smp=10000 |
| |startup=22 | | |startup=22 |
| |active=" | | |active=9 |
| |recovery=" | | |recovery=24 |
| |staticDiff=" | | |staticDiff=-14 |
| |invuln=14-22G | | |invuln=14-22G |
| |hitbox=Akihiko/AB | | |hitbox=Akihiko/AB |
Line 383: |
Line 383: |
| |data= | | |data= |
| {{FrameData-P4M | | {{FrameData-P4M |
| | |version=Lv0 |
| | |damage=700 |
| | |spgain=4 |
| | |level=2 |
| | |attribute=Leg |
| | |guard=Low |
| | |cancel=Sk/SP |
| | |p1=300 |
| | |p2=100 |
| | |smp=50 |
| | |startup=13 |
| | |active=5 |
| | |recovery=20 |
| | |staticDiff=-8 |
| | |invuln=- |
| | |hitbox=Akihiko/2AB |
| | }} |
| | {{FrameDataNoHeader-P4M |
| | |version=Lv1 |
| | |damage=700 |
| | |spgain=4 |
| | |level=2 |
| | |attribute=Leg |
| | |guard=Low |
| | |cancel=SP |
| | |p1=300 |
| | |p2=100 |
| | |smp=50 |
| | |startup=13 |
| | |active=5 |
| | |recovery=18 |
| | |staticDiff=-6 |
| | |invuln=- |
| | |hitbox=Akihiko/2AB |
| | }} |
| | {{FrameDataNoHeader-P4M |
| | |version=Lv2 |
| | |damage=700 |
| | |spgain=4 |
| | |level=2 |
| | |attribute=Leg |
| | |guard=Low |
| | |cancel=SP |
| | |p1=300 |
| | |p2=100 |
| | |smp=50 |
| | |startup=13 |
| | |active=5 |
| | |recovery=16 |
| | |staticDiff=-4 |
| | |invuln=- |
| | |hitbox=Akihiko/2AB |
| | }} |
| | {{FrameDataNoHeader-P4M |
| | |version=Lv3 |
| |damage=700 | | |damage=700 |
| |spgain=4 | | |spgain=4 |
Line 388: |
Line 443: |
| |attribute=Leg | | |attribute=Leg |
| |guard=Low | | |guard=Low |
| |cancel=J(lvl.0)/SP | | |cancel=SP |
| |p1=300 | | |p1=300 |
| |p2=100 | | |p2=100 |
Line 394: |
Line 449: |
| |startup=13 | | |startup=13 |
| |active=5 | | |active=5 |
| |recovery=20 (lvl.0) | | |recovery=14 |
| 18 (lvl.1)
| | |staticDiff=-2 |
| | |
| 16 (lvl.2)
| |
| | |
| 14 (lvl.3) | |
| |staticDiff=-8(lvl.0) | |
| -6(lvl.1)
| |
| | |
| -4(lvl.2)
| |
| | |
| -2(lvl.3) | |
| |invuln=- | | |invuln=- |
| |hitbox=Akihiko/2AB | | |hitbox=Akihiko/2AB |
Line 454: |
Line 499: |
| |p2=- | | |p2=- |
| |smp=- | | |smp=- |
| |startup=Pulls on 24 | | |startup=- |
| |active= | | |active=- |
| |recovery=29 Total | | |recovery=29 Total |
| |staticDiff=- | | |staticDiff=- |
Line 461: |
Line 506: |
| |hitbox=Akihiko/5D | | |hitbox=Akihiko/5D |
| |description= | | |description= |
| Caeser pulls the opponent inwards. Can hold D to delay the effect. If held long enough, Caeser disappears without pulling in the opponent at all. | | Caeser pulls the opponent in from 24F. Can hold D to delay the effect. If held long enough, Caeser disappears without pulling in the opponent at all. |
| Caeser is invulnerable once active, but he disappears if Akihiko is hit. | | Caeser is invulnerable once active, but he disappears if Akihiko is hit. |
| }} | | }} |
Overview
Ever since his little sister died in a fire, Akihiko vowed to become stronger. This vow is what causes him to take up boxing, becoming an undefeated champion in the process. He's always eagerly looking for ways to improve and train, often to a fault. However, this eagerness is what drives him to face danger head-on, regardless of how hopeless the situation may be.
After graduating from Gekkoukan High, Akihiko went to college. He decided, however, to perfect his punch and traveled the world in his pursuit of becoming stronger. Mitsuru sends him an invitation to the P-1 Grandprix, and Akihiko willingly returns to Japan. .
- Health
- 10000
- Strengths
- High damage, can force opponent closer with Persona
- Weaknesses
- Requires good reads to win, short range, poor mix-ups.
- Movement Options
- 1 Double Jump/Airdash, Run-type Dash
- Play-style
- Akihiko is a rushdown character with rekka-styled moves. Using Caesar and the paralyzing effects of his electric attacks, he can keep his opponents close, right where he wants them.
- Cyclone Level
- Akihiko can cancel certain Skill Attacks into each other. Each cancel increases the gauge by 1 (max level 3). Certain attacks deal more damage and gain special properties depending on the level.
- For example, Level 0 Corkscrew only knocks the opponent away, while Level 3 Corkscrew wallbounces the opponent. Level 0 Double Upper allows the opponent to ukemi in the air, while Level 3 raises the opponent higher and increases the hitstun significantly, allowing you to combo afterwards.
- The Cyclone Level reverts back to 0 very quickly after you stop canceling attacks into each other. This means that the Cyclone Level only really works on a per-combo/blockstring basis.
- Thunder Fist
- By using this power-up super, Akihiko's punch attacks shock the opponent on block.
- This stops the opponent from moving, allowing Akihiko to easily get close to the opponent and rush the opponent down.
- This buff remains until Akihiko is hit.
Move List
Normal Attacks
5A
Standard Jab, a fast one.
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
200
|
2
|
2
|
Body
|
Any
|
J/Sk/SP
|
200
|
200
|
50
|
5
|
2
|
11
|
0
|
-
|
Click!
|
Also can be used as 4A, which will cancel into itself rather than go into 5AA. Good for pressure and baiting due to its relatively low cooldown and being even on block.
|
|
5AAA
Can go into Kill Rush Follow-ups.
|
|
2B
Rising Uppercut.
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
500
|
3/4
|
3
|
Body
|
Any (not air)
|
(J)/Sk/SP
|
200
|
100
|
50
|
7
|
6
|
24
|
-15
|
5-9 Head
|
Click!
|
Uppercut. Anti-air attack that is air-unblockable, and jump cancelable on hit. Head attribute invul from frame 5. High untechable time on Counter Hit.
|
|
j.B
Two hits, Knocks down on air hit.
|
|
Guard Cancel Attack
Same animation as 2B.
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-
|
Though it likely has good invincibility, this move has terrible range and is extremely risky to try and use unless the opponent is directly in your face. Be extremely cautious about using this move, especially since a majority of the cast outranges Akihiko for miles.
|
|
All Out Attack A+B
An overhead dunking move.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
AoA Lv0
|
300
|
3
|
5
|
Body
|
High
|
-
|
0
|
1000
|
10000
|
27
|
9
|
24
|
-14
|
19-27G
|
Click!
|
AoA Lv1
|
300
|
3
|
5
|
Body
|
High
|
-
|
0
|
1000
|
10000
|
25
|
9
|
24
|
-14
|
17-25G
|
Click!
|
AoA Lv2
|
300
|
3
|
5
|
Body
|
High
|
-
|
0
|
1000
|
10000
|
24
|
9
|
24
|
-14
|
16-24G
|
Click!
|
AoA Lv3
|
300
|
3
|
5
|
Body
|
High
|
-
|
0
|
1000
|
10000
|
22
|
9
|
24
|
-14
|
14-22G
|
Click!
|
All Out Rush
|
180*N
|
|
5
|
Body
|
Any
|
-
|
500
|
100
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
All Out Finish (C)
|
1800
|
|
4
|
Body
|
Any
|
-
|
500
|
300
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
All Out Finish (D)
|
1000
|
|
5
|
Body
|
Any
|
-
|
500
|
100
|
50
|
-
|
-
|
-
|
-
|
-
|
Click!
|
Becomes faster and autoguard starts sooner at higher cyclone levels.
At Cyclone Level 3, becomes the fastest All-Out Attack in the game.
|
|
Sweep 2A+B
A crouching, sweeping hook.
|
|
Persona Attacks
5C
|
|
5D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
29 Total
|
-
|
-
|
Click!
|
Caeser pulls the opponent in from 24F. Can hold D to delay the effect. If held long enough, Caeser disappears without pulling in the opponent at all.
Caeser is invulnerable once active, but he disappears if Akihiko is hit.
|
|
2C
|
|
2D
|
|
j.C
|
|
j.D
|
|
Double Uppercut B+D
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
600,300 (lvl.0)
700,350 (lvl.1)
800,400 (lvl.2 & lvl.3)
|
|
4
|
Body
|
Any
First Hit Air Unblockable
|
SP
|
1000
|
200
|
50
|
9
|
3(4)3
|
38
|
-24
|
1-15 Full Body
|
Click!
|
A two-hit uppercut. First hit is air unblockable, gains more un-tech time and hitstop with increased Cyclone levels (2 and up).
|
|
Kill Rush 236A/B
RTSD to Punching Flurry.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
100, 50*3, 500
|
4
|
3
|
Body
|
Any
|
SP/KR
|
300
|
300
|
1000
|
11
|
-
|
23 Total
|
-4
|
-
|
Click!
|
B
|
120, 60*5, 500
|
5
|
3
|
Body
|
Any
|
SP/KR
|
300
|
300
|
1000
|
24
|
-
|
36 Total
|
-8
|
-
|
Click!
|
SB
|
140, 70*9, 500
|
0
|
3
|
Body
|
Any
|
SP/KR
|
300
|
300
|
1000
|
11
|
-
|
26 Total
|
-8
|
-
|
Click!
|
Akihiko charges in and throws a fury of punches once he reaches the opponent, regardless of their vertical position.
A version moves a short distance but is faster
B version is slower, but covers more distance and has more un-tech time.
SB Version has more hits, covers the most distance and has about the same un-tech time as the B version.
|
|
Boomerang Hook 4A/B After Kill Rush
Look at that bicep. Jesus.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
600 (lvl.1)
700 (lvl.2)
800 (lvl.3)
|
4
|
3
|
Body
|
Any
|
SP/KR
|
0
|
600 (lvl.1)
500 (lvl.2)
400 (lvl.3)
|
1000
|
13
|
3
|
18
|
-6
|
-
|
Click!
|
B
|
800 (lvl.1)
1000 (lvl.2)
1200 (lvl.3)
|
4
|
5
|
Body
|
Any
|
SP/KR
|
0
|
500 (lvl.1)
400 (lvl.2)
300 (lvl.3)
|
1000
|
21
|
3
|
15
|
+3
|
-
|
Click!
|
SB
|
1000 (lvl.1)
1250 (lvl.2)
1500 (lvl.3)
|
0
|
5
|
Body
|
Any
|
SP/KR
|
0
|
400 (lvl.1)
300 (lvl.2)
200 (lvl.3)
|
1000
|
23
|
3
|
26
|
+1
|
1-25G
|
Click!
|
A crouching hook. Gains more un-tech time and damage with increased Cyclone levels (Cyclone Level 3 causes a crumple state on hit). All versions can Fatal Counter.
A version is faster but does less damage. Causes crumple at Level 3.
B version is slower, but does more damage and is capable of charging. Max charge is unblockable. Launches at Level 3.
SB Version has guard point.
|
|
Corkscrew 6A/B After Kill Rush
Like a train.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
1400 (lvl.1)
1540 (lvl.2)
1680 (lvl.3)
|
7
|
5
|
Body
|
Any
|
SP
|
0
|
1000
|
50
|
6
|
6
|
34
|
-18
|
-
|
Click!
|
B
|
1600 (lvl.1)
1760 (lvl.2)
1920 (lvl.3)
|
7
|
5
|
Body
|
Any
|
SP
|
0
|
1000
|
50
|
9
|
6
|
34
|
-18
|
-
|
Click!
|
SB
|
1600 (lvl.1)
1760 (lvl.2)
1920 (lvl.3)
|
0
|
5
|
Body
|
Any
|
SP
|
0
|
1000
|
50
|
15
|
6
|
35
|
-19
|
1-18 Full Body
|
Click!
|
Akihiko slides forward quickly with a straight punch. Gets different hitstun effects (launch/wallbounce) and greater damage with increased Cyclone levels. All versions can Fatal Counter.
A version is faster but travels a shorter distance than the B version. Both cause floor slide on Fatal Counter. Cause Crumple on Fatal Counter at Level 3.
SB Version launches and goes through the opponent. Also Has Full Body Invulnerability until it reaches the opponent or roughly half it's max travel distance.
|
|
Ducking 236C/D OR 6C/D After Kill Rush
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
C
|
-
|
0
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
11-19 Low Profile
|
22 Total
|
-
|
-
|
Click!
|
D
|
-
|
0
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
13-29 Low Profile
|
34 Total
|
-
|
-
|
Click!
|
SB
|
-
|
0
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
7-17 Low Profile
|
20 Total
|
-
|
-
|
Click!
|
A forward command dash. Can low profile attacks and cancel into other follow ups immediately.
C version moves a shorter distance than D version.
SB Version can cross up the opponent.
|
|
Weaving/Webbing 214C/D OR 4C/D After Kill Rush
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
C
|
-
|
1p/39F (after 20F)
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
11-21 Low Profile
|
24 Total
|
-
|
-
|
Click!
|
D
|
-
|
-
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
11-35 Low Profile
|
41 Total
|
-
|
-
|
Click!
|
SB
|
-
|
-
|
-
|
-
|
-
|
KR
|
-
|
-
|
-
|
-
|
5-38 Low Profile
|
44 Total
|
-
|
5-25 Full Body
|
Click!
|
Akihiko sways side to side, has upper body invulnerability.
C version can be held down. Akihiko gradually gains meter the longer he is in this animation, at a rate of about 3 meter every 2 seconds (exact value = 1sp per 39F, past frame 20 and on).
D version Akihiko move backwards slightly.
SB Version has full invulnerability and Akihiko moves backwards further than the D version. Very short, but vulnerable start-up before the invulnerability becomes active.
|
|
Closeout Blow 214A/B
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
-
|
10
|
-
|
-
|
-
|
SP/KR
|
-
|
-
|
-
|
-
|
4-12 (Counters Highs and Mids)
|
30 Total
|
-
|
-
|
Click!
|
B
|
-
|
15
|
-
|
-
|
-
|
SP/KR
|
-
|
-
|
-
|
-
|
4-24 (Counters Highs and Mids)
|
51 Total
|
-
|
-
|
Click!
|
SB
|
-
|
40
|
-
|
-
|
-
|
SP/KR
|
-
|
-
|
-
|
-
|
4-36 (Counters everything)
|
42 Total
|
-
|
-
|
Click!
|
Akihiko enters a Parry Stance, can follow up with any "after Kill Rush" attack on contact with an opposing attack.
SB Version has longer active frames, and counters lows as well.
|
|
Assault Dive J.214A/B
Superhero Punch.
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
600, 300
|
4, 1
|
4
|
Head, Body
|
Any
|
SP/KR
|
300
|
300
|
500
|
10
|
Until landing, +6
|
30
|
-15
|
-
|
Click!
|
B
|
800, 400
|
4, 2
|
4
|
Head, Body
|
Any
|
SP/KR
|
300
|
300
|
500
|
22
|
Until landing, +6
|
30
|
-15
|
-
|
Click!
|
SB
|
800, 400
|
0
|
4
|
Head, Body
|
Any
|
SP/KR
|
300
|
300
|
500
|
10
|
Until landing, +6
|
30
|
-15
|
-
|
Click!
|
Akihiko dives down like a comet, knocking down the opponent. Can use Kill Rush Follow-ups upon landing.
A version causes knockdown.
B version is slower, but causes ground bounce.
SB version can be canceled into Kill Rush followups sooner.
|
|
Cyclone Uppercut 236236A/B
Super VV
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
A
|
1400,700 (lvl.0)
1400,700,400 (lvl.1)
1400,700,100*6 (lvl.2)
1400,700,100*13 (lvl.3)
|
-50
|
5
|
Body
|
Any
First Hit Air Unblockable
|
SP*
|
800
|
500
|
50
|
4+5
|
3(3)7 (lvl.0)
3(3)9 (lvl.1)
3(3)13 (lvl.2)
3(3)21 (lvl.3)
|
until landing + landing 11 (lvl.0)
until landing + landing 14 (lvl.1)
until landing + landing 24 (lvl.2&3)
|
-25 (lvl.0)
-37 (lvl.1)
-53 (lvl.2)
-65 (lvl.3)
|
1-17 Full Body (lvl.0)
1-15 Full Body (lvl.1,2,3)
|
Click!
|
B
|
1600,800 (lvl.0)
1600,800,400 (lvl.1)
1600,800,100*6 (lvl.2)
1600,800,100*13 (lvl.3)
|
-50
|
5
|
Body
|
Any
First Hit Air Unblockable
|
SP*
|
800
|
500
|
50
|
4+11
|
3(3)7 (lvl.0)
3(3)9 (lvl.1)
3(3)13 (lvl.2)
3(3)21 (lvl.3)
|
until landing + landing 11 (lvl.0)
until landing + landing 14 (lvl.1)
until landing + landing 24 (lvl.2&3)
|
-25 (lvl.0)
-37 (lvl.1)
-53 (lvl.2)
-65 (lvl.3)
|
1-23 Full Body (lvl.0)
1-21 Full Body (lvl.1,2,3)
|
Click!
|
Akihiko performs a flaming jumping uppercut, gets more hits and damage with increased Cyclone levels. Counts as a Kill Rush follow up. First hit is air unblockable.
- Can cancel into itself upon landing and build cyclone levels further. Cannot cancel again after Level 3 Cyclone Uppercut.
Static Difference listed for when the opponent blocks the first hit standing.
|
|
Thunder Fists 236236C/D
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
C
|
-
|
-50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
10 total
|
-
|
1 Full Body
|
Click!
|
D
|
-
|
-50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
28 total
|
-
|
1-24 Full Body
|
Click!
|
Caeser gives Akihiko's attacks the ability to inflict shock on hit or block. Adds chip damage to Akihiko's normals. Goes away when Akihiko gets hit.
A perfect way to make Double Uppercut safe, but otherwise is rarely used.
|
|
Awakened SP Skill Attacks
Maziodyne 214214C/D
|
Version
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
C
|
200, 100*15 (lvl.0)
200, 80*23 (lvl.1)
200, 65*31 (lvl.2)
200, 40*64 (lvl.3)
|
-50
|
3
|
Projectile
|
Any
|
OM
|
0
|
1500
|
50
|
1+25
|
1(1)1(1)1... (lvl.0,1,2)
65 (lvl.3)
|
63 (lvl.0)
47 (lvl.1)
31 (lvl.2)
29 (lvl.3)
|
-49 (lvl.0)
-33 (lvl.1)
-17 (lvl.2)
-15 (lvl.3)
|
1-44 Full Body
|
Click!
|
D
|
200, 100*15 (lvl.0)
200, 80*23 (lvl.1)
200, 65*31 (lvl.2)
200, 40*64 (lvl.3)
|
-50
|
3
|
Projectile
|
Any
|
OM
|
0
|
1500
|
50
|
1+29
|
1(1)1(1)1... (lvl.0,1,2)
65 (lvl.3)
|
53 (lvl.0)
37 (lvl.1)
21 (lvl.2)
19 (lvl.3)
|
-39 (lvl.0)
-23 (lvl.1)
-7 (lvl.2)
-5 (lvl.3)
|
1-68 Full Body
|
Click!
|
Akihiko fills the whole screen with electricity. Can inflict shock on hit. Unsafe on block. Gets more hits and damage with increased Cyclone levels, allowing followup combos.
Commonly used to end midscreen combos after corkscrew. Occasionally used in the corner after KR > Double Upper.
|
|
Earth Breaker 222C+D
If you touch the globe, you die.
|
Damage
|
SP Gain
|
Level
|
Attribute
|
Guard
|
Cancel
|
P1
|
P2
|
SMP
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Invuln
|
Hitbox
|
K.O.
|
-
|
5
|
Projectile
|
Unblockable
|
-
|
0
|
100
|
50
|
17+106
|
81
|
96
|
-
|
1-257 Full Body
|
Click!
|
Caeser pulls the opponent in so Akihiko can crush them with a giant burning punch. Unblockable. Ridiculously slow. Completely useless. Potentially the worst IK.
|
|
Strategy
Offense
Akihiko's greatest strengths come from having a multitude of options in a block string including an mix-up, unblockable, bait/escape, cross-up, and throws. Once a grounded opponent has blocked a Kill Rush, any one of these options opens up (though cross-up requires meter). Unfortunately, an Akihiko often cannot throw multiple of these into his pressure strings so the key is to get it right the first time by being creative and unpredictable. Facing a player blocking everything? Finish your block string with a Duck (C) -> throw. Maybe do it twice. Now bait the furious action by leaving out the throw or backing away with Weave (D). Or cross-up with Duck (SB). Or anticipate a counter with an invulnerable SB. Sweep and an AOA occasionally but at different points in your block string. Use Boomerang Hook (B)'s block advantage to reset and keep pressure.
Akihiko's struggle is that he needs to get in close often and has poor mobility options. Your jumps and air dashes are fairly slow. Kill rush can close the distance fairly quickly and surprisingly (especially with SB. Get oki from a long distance). but it hugely punishable on whiff. Inversely, against zoning characters Duck (D) -> Corkscrew (B or SB, SB having the nice benefit of being invulnerable and passing through projectiles) can close distance quickly but is hugely punishable on block.
The only footsie game Akihiko has is with his "weak" persona but can be punished when predicted. 2C is the safest option and can catch opponents who evasive action expecting 5C. jC has the greatest range and largest arc and can be nice to catch people hoping to catch you on the ground. Akihiko can punish hard on CH though.
Pull in zoners like Naoto and Elizabeth with D. Make them question committing to their long range attacks. Alternatively, weave (C) against Naoto and build your meter. You can force her to come to you.
These work less against Yukiko's who can set up their approach largely to their advantage. Stay calm, watch close, and find openings to close the distance fast. This can mean Duck (D) under fans and Corkscrew (SB) through projectiles. Take some solace that you've got a good amount of health and Yukiko's don't punish too hard. You'll have a few chances to make mistakes so long as you keep your head.
My personal opinion is that Akihiko's autocombo should not be quickly disregarded. Many options open up to him to close distances, pass through projectiles, save otherwise unsafe maneuvers, cross-up combos, or keep pressure. Poor defensive options make his burst invaluable. Akihiko's autocombo does decent damage (best of all auto-combos?) while building meter and burst. At mid-stage and early on, the extra meter can be worth more than the extra 400 damage, especially if it leads to another combo. Just make sure to you manually input the last corkscrew so you don't spend the meter the hard earned meter.
Defense
Combos
Midscreen
5AA > 2B > 5B > 2A+B > 236A > 6D > 6A - 2584/4249(50 SP)
Dashing 5AA > 5B > 2B > 2A+B > 236A > 6D > 6A - 2588/4253(50 SP)
Dashing 5AA > 5B > 2B > 2A+B > 236A > 6B - 2615
(Very Low 2B AA) 2B > j.A > j.B > 5B < j.B > 5B > j.B > 5AA > 2A+B > 236A > 6A - 3232/3275/4940(50 SP)
Note: Can end in 6C 6A (236236B) near/in corner
(Roughly Chest Level 2B AA) 2B > j.B(1) > dj.A > delay j.B > 5B > j.B > 5AA > 2A+B > 236A > 6A - 2949/2996/4661(50 SP)
Note: Can end in 6C 6A (236236B) near/in corner
FC 5B > 236B > 6C > B+D > 2B > j.B > 2B > j.B > 5AAA > 4A > B+D > 236236b - 5613DMG +39 SP
Near Corner
FC 5B > 214C => 6C => B+D > [2B > j.B] x4 > 5AA > 2A+B > 236A => 6C => 6A => 236236B - 6131DMG +35SP
Corner
5AA > 5B > 2B > 2A+B > 236A > 4A > 6C > B+D > 2A+B > 214C > 6A - 3184
5AA > 5B > 2B > 2A+B > 236A+B > 6C > B+D > 5AA > 2A+B > 236A > 6B - 3814(25 SP)
5B > 2B > 2A+B > 236A+B > 6C > B+D > 5B > j.B > 5AA > 2A+B > 236A > 6C > 6A > (236236B) - 4677(25 SP)/6342(75 SP)
FC 5B > 214C > 6C > B+D > 2B > j.B > 5B > 236B > 6C > B+D > 2B > j.B > 5B(1) > 236A > 6C > 6A > (236236B) - 4611/6308(50 SP)
CH j.C > 236B > 6C > B+D > 5B(1) > 236A+B > 6C > B+D> 5AA > 2A+B > 236A > 6C > 6A - 5963(25 SP)/7628(75 SP)