P4Arena/Akihiko Sanada: Difference between revisions

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|data=
|data=
  {{FrameData-P4M
  {{FrameData-P4M
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{{FrameDataNoHeader-P4M
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  |attribute=Leg
  |attribute=Leg
  |guard=Low
  |guard=Low
  |cancel=J(lvl.0)/SP
  |cancel=SP
  |p1=300
  |p1=300
  |p2=100
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  |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
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  |p2=-
  |p2=-
  |smp=-
  |smp=-
  |startup=Pulls on 24
  |startup=-
  |active=
  |active=-
  |recovery=29 Total
  |recovery=29 Total
  |staticDiff=-
  |staticDiff=-
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  |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.
  }}
  }}

Revision as of 16:55, 3 October 2012

Akihiko Sanada

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
P4Arena CycloneLevel.png
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
P4Arena ThunderFistIcon.png
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
P4Arena Akihiko 5A.png
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.

5AA
P4Arena Akihiko 5AA.png
Hook Jab.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
300 1 3 Body Any (J)/Sk 0 200 50 9 2 15 -2 - Click!

Commonly done after 5A, into Sweep, after corner j.B loops.

5AAA
P4Arena Akihiko 5AAA.png
Can go into Kill Rush Follow-ups.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
400, 200*3 14 3 Body Any SP/KR 0 600 50 11 2(10)1(10)2(10)2 20 -7 - Click!

Akihiko rushes back and forward in a barrage of punches, ends with Cyclone Upper if the meter is available.

5B
P4Arena Akihiko 5B.png
Double Hook.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
400, 200 4 5 Body Any (J)/Sk/SP 100 100 100 6 3(3)3 20 -4 - Click!

Two hit punching move, Fatal Counters. Your staple punish starter.

2A
P4Arena Akihiko 2A.png
Crouching Jab.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
160 2 1 Leg Any J/Sk/SP 600 100 200 5 2 11 -2 - Click!

low punch, short range, can cancel into itself up to three times

2B
P4Arena Akihiko 2B.png
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.A
P4Arena Akihiko jA.png
Aerial jab.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200 2 2 Head High J/Sk 200 100 200 7 2 11 - - Click!

Jumping straight. Can cancel into itself

j.B
P4Arena Akihiko jB.png
Two hits, Knocks down on air hit.
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
300, 150 3/4 3 Head High J/Sk 200 100 100 9 3(3)3 15 - - Click!

It's possible to use this in cross-ups and follow up with Kill Rush. The staple in Akihiko's FC combos: J.B loops.

Guard Cancel Attack
P4Arena Akihiko 2B.png
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
P4Arena Akihiko AOA.png
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
P4Arena Akihiko Sweep.png
A crouching, sweeping hook.
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Lv0 700 4 2 Leg Low Sk/SP 300 100 50 13 5 20 -8 - Click!
Lv1 700 4 2 Leg Low SP 300 100 50 13 5 18 -6 - Click!
Lv2 700 4 2 Leg Low SP 300 100 50 13 5 16 -4 - Click!
Lv3 700 4 2 Leg Low SP 300 100 50 13 5 14 -2 - Click!

Akihiko's only low attack. Special cancellable only at Cyclone Level 0.


Persona Attacks

5C Persona Required
P4Arena Akihiko 5C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1500 5 Body High Dash 300 100 50 25 5 19 -5 - Click!

Caeser performs a quick downward slash, overhead. Can dash cancel on block or hit. Can follow up on Counter Hit.

5D Persona Required
P4Arena Akihiko 5D.png
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 Persona Required
P4Arena Akihiko 2C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1500 5 Body High Dash 300 100 50 30 5 14 0 - Click!

About the same as 5C, but with noticeably less range (Caeser appears further behind Akihiko) and slower start up, but recovers sooner. Can dash cancel on block or hit.

2D Persona Required
P4Arena Akihiko 2D.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
- - - - - - - - - Pulls on 24 29 Total - - Click!

Same as 5D.

j.C Persona Required
P4Arena Akihiko jC.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1600 5 Leg High - 0 100 50 28 4 29+10 landing - - Click!

Caeser performs an aerial slash, similar in looks and utility to 5C, less safe on block.

j.D Persona Required
P4Arena Akihiko jD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
- - - - - - - - - Pulls on 24 48 Total - - Click!

Same as 5D.


Throws

Ground Throw
C+D
P4Arena Akihiko 5B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600 2/3 0, 5*2, 4 Throw Throw KR 0 1400,100 50 6 3 25 - - Click!

Akihiko punches the opponent a few times, has the same follow ups as Kill Rush. On counter hit, follow up with 5A and 5B is possible.

Air Throw
j.C+D
P4Arena Akihiko AOA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1500 5/6 4 Throw Throw - 0 1000, 100 50 4 3 19 - - Click!

Akihiko throws the opponent into the ground straight below. Can follow-up in the corner.


Furious Action

Double Uppercut
B+D
P4Arena Akihiko BD.png
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).


Skill Attacks

Kill Rush
236A/B
P4Arena Akihiko 5B.png
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
P4Arena Akihiko Boomerang.png
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
P4Arena Akihiko Corkscrew.png
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
P4Arena Akihiko Ducking.png
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
P4Arena Akihiko Weaving.png
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
P4Arena Akihiko Closeout.png
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
P4Arena Akihiko Assault.png
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.


SP Skill Attacks

Cyclone Uppercut
236236A/B
P4Arena Akihiko CycloneUppercut.png
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 Persona Required
236236C/D
P4Arena Akihiko ThunderFists.png
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 Persona Required
214214C/D
P4Arena Akihiko Maziodyne.png
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.


Instant Kill

Earth Breaker Persona Required
222C+D
P4Arena Akihiko IK.png
If you touch the globe, you die.
P4Arena Akihiko IK2.png
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)


Persona 4: Arena
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System Explanations

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Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc