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. .
- High damage, can force opponent closer with Persona
- Requires good reads to win, short range, poor mix-ups.
- Movement Options
- 1 Double Jump/Airdash, Run-type Dash
- 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.
- See also: Akihiko Full Frame Data
|5AAA||400, 200*3||Any||CSOAfter Kill Rush||11||2(10)1(10)2(10)2||20||-7||Body||-||Click!|
Can also 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. Can go into Kill Rush A on hit, but it's generally better to either go into 5B2B Kill Rush or 5AA.
While the large majority of the cast can crouch under the tip of 5A, lowering it's range quit a bit, 5A will still hit Teddie while crouching, and inconsistently Mitsuru (based on her idle animation)
Commonly done after 5A, into Sweep, after corner j.B loops. Otherwise nothing too special about it, except maybe in frame traps if delayed after 5A. Vacuums the opponent.
Akihiko rushes back and forward in a barrage of punches, ends with Boomerang Hook into Cyclone Upper if the meter is available. It's generally better to end a combo with this into Hook - Corkscrew - (Super), or Hook - Sweep, and occasionally Hook - Sweep - Super, rather than going straight into mashing A all the way to Cyclone Uppercut.
Though this move does not actually cross up, you can OM cancel it to end up on the other side of the opponent and force them to pay attention to their blocking. This move isn't really good for pressure though, so don't always straight into it in blockstrings.
Two hit punching move, Fatal Counters. Your staple punish starter.
Though the range is nothing special, it's not bad compared to your other grounded moves. It can be cancelled on either the first or second hit, so you can be tricky and cancel into low/highs/specials after only the first hit and occasionally catch opponents off guard. It also has its use in J.B loops as a relaunch, as it is easier to use in your BnB than 2B but scales a little more. Can cancel into 2B once per combo/blockstring. First hit of 5B can be low profiled.
Low punch, short range, and can cancel into itself up to three times.
Decent pressure option which might scare opponents into blocking low, but otherwise nothing particularly noteworthy. Probably decent for tick throws, can combo into Aki's other normals perfectly well, and will work against low profile moves that 5A would otherwise whiff against. It scales kind of hard though.
|500||Air Unblockable||C(J)SO||7||6||24||-15||Body||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 ground Counter Hit and essentially untechable on air Counter Hit.
A good move and extremely quick AA with a good hitbox and workable invincibility, but one that is harder to work with when being crossed up. Can only be jump cancelled on hit, has terrible horizontal range, and has a huge whiff recovery, so don't throw this out randomly. Can be used by itself in conjunction with nearly all of Aki's other grounded normals in relaunches. It also has its use in J.B loops as it scales less than, but is harder to relaunch with than 5B.
Jumping straight. Can cancel into itself.
Good for Air-to-Air due to its hitbox and perfectly forward angle and speed. Will unfortunately not do so well against opponents double jumping above you or jumping up to you. Gains a huge amount of untechable time on aerial Counter Hit.
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.
Even though this is a primary jump-in, its vertical hitbox is nothing special. What it does have, however, is a large horizontal hitbox and decent amount of hitstun, making it great for cross up setups.
And as for its place in J.B loops, it will add a large chunk of damage to Aki's already filling combos. Should be timed so that the second hit lands almost immediately before landing so that Aki can relaunch almost immediately.
A standard Guard Cancel attack that looks the same as Aki's Anti Air (for some reason).
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 the ENTIRE cast outranges Akihiko for miles.
|All Out Rush||180*N||Any||O||-||-||-||-||Body||-||Click!|
|All Out Finish (C)||1800||Any||O||-||-||-||-||Body||-||Click!|
|All Out Finish (D)||1000||Any||O||-||-||-||-||Body||-||Click!|
Becomes faster and autoguard starts sooner at higher cyclone levels.
At Cyclone Level 3, becomes the fastest All-Out Attack in the game. It's one of Akihiko's many overheads, but is initially a little bit slow and is highly telegraphed. It does have the honor of becoming the fastest, but is also has the longest active window for an AoA, since most are only active for 1 frame, while Aki's is open for 9. Not too shabby.
Akihiko's only low attack. Special cancellable only at Cyclone Level 0.
Your only straightforward mixup tool in conjunction with Akihiko's variety of overheads. Sweep can lead into Kill Rush into Corkscrew at its minimum, but can also be OM cancelled into some meaner combos at any cyclone level. The hitbox is surprisingly big for a knockdown tool. Due to its poor speed, you'll want to be smart about it.
Sweep is also commonly used at the end of combos in order to let Akihiko set up tech traps or go for oki rather than shove them into the corner with Corkscrew, or pile on the damage with Cyclone Uppercut. Sometimes it's better to go for a reset than pure damage output.
Caeser performs a quick downward slash, overhead. Can dash cancel (forward or back) on block or hit. Can follow up on Counter Hit.
Great for blockstrings against people not looking for it. Causes floor bounce on Counter, and dashing cancelling it leads to j.B loop. Just make sure you watch carefully; dashing in on block is going to make you eat it. Dash back if it's unsafe or it gets blocked.
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 and costs one persona card if Akihiko is hit. Lasts for about 5 seconds or so.
An interesting move that can screw with opponents on oki, and can be invaluable against zoners. It'll often scare your opponents into thinking you're doing something aggressive, and will bait wakeup pokes and reversals. Vacuum effect allows you to cross up the opponent in the corner with EX Ducking.
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 (forward or back) on block or hit. Can follow-up on counter hit.
Not as a great as the standing or jumping version, but can psyche out some opponents because players tend to block low against crouching opponents, and switch to high when they see a player standing up. Also has some strong use in OMB combos as a huge damage filler. Use your best judgment.
Caeser performs an aerial slash, similar in looks and utility to 5C, less safe on block. The single strongest normal amongst Aki's already absurdly deadly arsenal. Oh yeah, also the strongest normal in the game.
Though not as safe as 5/2C, j.C will cover your air backdashes against people dashing in pursuit, and can catch a lot of things if used to bait something. On counter hit, launches extremely high and gives plenty of time to land and go into A/SB Kill Rush or C Weave > B Corkscrew. If you land a counter hit while doing this move out of a forward jump, you can land and run in to a 5B j.B loop that could end up dealing anywhere between 4000 and 7500 damage, dependent on meter.
|-||-||-||Pulls on 24||-||48 Total||-||-||-||Click!|
Same principle as 5D, but not recommended nearly as much due to its excessive recovery. Doing this from anywhere aside from full screen will often end with you getting smacked out of the air. Might be good amid air to ground pressure if there's no landing recovery.
|600||Throw||After Kill Rush||6||3||25||-||Throw||-||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.
A high damage throw that always leads to more, but seems to have a bit less range than other throws. Might have use by waiting post throw and going into a fresh combo. Use it intelligently.
|Lv0||600, 300||Air Unblockable, Any||U||9||3(4)3||38||-24||Body||1-15 Full Body||Click!|
|Lv1||700, 350||Air Unblockable, Any||U||9||3(4)3||38||-24||Body||1-15 Full Body||Click!|
|Lv2||800, 400||Air Unblockable, Any||U||9||3(4)3||38||-24||Body||1-15 Full Body||Click!|
|Lv3||800, 400||Air Unblockable, Any||U||9||3(4)3||38||-24||Body||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). At level 3, launches significantly higher than usual. A decent anti-air if done late or against incoming opponents, but Double Uppercut serves more of a role as a move in combos or that eats through other grounded moves. It is often used after Fatal Counters andKill Rush B/SB in order to launch opponents, or to beat supers or moves with autoguard.
Of course, the move is incredibly unsafe, so don't throw it out every time somebody gets close. If you have 50 meter, you can cancel into Thunder Fist to give yourself some frame advantage, or you can wait for them to try and punish you and do a late cancel into Cyclone Uppercut.
Additionally, it will often clash with aerials that have large hitboxes and can be then cancelled into 2B or another Double Uppercut.
|A||100, 50*3, 500||Any||U, After Kill Rush||11||-||23 Total||-4||Body||-||Click!|
|B||120, 60*5, 500||Any||U, After Kill Rush||24||-||36 Total||-8||Body||-||Click!|
|SB||140, 70*9, 500||Any||U, After Kill Rush||11||-||26 Total||-8||Body||-||Click!|
Akihiko charges in and throws a fury of punches once he reaches the opponent, regardless of their vertical position. Every version leads into Kill Rush followups, allowing Aki to utilize this move for both pressure and combos, depending on the version of Kill Rush, how many moves preceded the combo, or whether or not you want to try going for mixups in delays.
A version moves the shortest distance. Used often in blockstrings in order to lead into pressure options, or in basic and midscreen combos as a lead into corkscrews.
B version is slower, but covers more distance and has more un-tech time. Sees its use almost entirely in Fatal Counter combos. Occasionally functions as a full screen punish to telegraphed moves.
SB Version has more hits, covers the most distance and has about the same un-tech time as the B version. Mostly for tacking on damage to combos bloated with normals that would otherwise not lead to much. Can serve well as a full screen punish due to its speed. Generally followed up with B Hook > B Corkscrew, or C Duck > Double Upper for continuing combos.
4A/B After Kill Rush
|Any||U, After Kill Rush||13||3||18||-6||Body||-||Click!|
|Any||U, After Kill Rush||21||3||15||+3||Body||-||Click!|
|Any||U, After Kill Rush||23||3||26||+1||Body||1-25G||Click!|
A crouching hook. Gains more un-tech time and damage with increased Cyclone levels. Causes crumple upon Level 3 Counterhit.
A version is faster but does less damage. Causes crumple at Level 3. Mostly used amid pressure or as combo filler into corkscrew.
B version is slower, but does more damage. Holding the button changes the move to an unblockable. Crumples at Level 3 as a non Counterhit or Counterhit starter, otherwise launches at level 3 mid combo. Can be used as oki for players who mindlessly ground/wakeup tech.
SB Version does the most damage and has guard point. Best against people trying to poke out of pressure. Can lead to extremely nasty combos, even 100% in the corner with OMBursts and enough meter. Causes crumple on Fatal Counter and at Cyclone Level 3 non Counterhit.
6A/B After Kill Rush
|Any||U||15||6||35||-19||Body||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. Generally used to end combos and rocket opponents into the corner. All versions can Fatal Counter. All versions are easily low profiled.
A version is faster but travels a shorter distance than and does less damage than the B version. Both cause blowback at Level 1, floor slide at Level 2, and wallbounce at Level 3. On Counterhit, each level will gain the next level up's hit effect (level 1 gets slide, level 2 gets wallbounce) and level 3 will cause Crumple.
SB Version launches and goes through the opponent. Also Has Full Body Invulnerability until it reaches the opponent or roughly half its max travel distance. Causes crumple on Level 3 Fatal Counter.
236C/D OR 6C/D After Kill Rush
|C||-||-||After Kill Rush||-||11-19 Low Profile||22 Total||-||-||-||Click!|
|D||-||-||After Kill Rush||-||13-29 Low Profile||34 Total||-||-||-||Click!|
|SB||-||-||After Kill Rush||-||7-17 Low Profile||20 Total||-||-||-||Click!|
A forward command dash. Can low profile attacks (Including attacks that Weaving cannot) and cancel into other follow ups almost immediately.
C version moves a shorter distance than D version. Used a lot during combos to increase Cyclone level. Cyclone cancels occur at the 10th frame for the C version, and at the 12th for the D version.
SB Version can cross up the opponent. Best used post A Kill Rush or A Boomerang Hook into something.
The game uses an odd auto correct in order to determine what followup you're using once you're past the opponent, but a good idea is to let go of the stick and then perform your input relative to your position to the opponent. So if you want to do SB crossup boomerang hook while facing right, do >C, >SBHook, instead of >C <SBHook.
Wanna try something nasty? Do SB Duck and immediately do Double Uppercut. You can do a short combo around ~2400 damage and lead into unblockable B Hook. 9 frame crossup.
214C/D OR 4C/D After Kill Rush
|C||-||-||After Kill Rush||-||11-21 Low Profile||24 Total||-||-||-||Click!|
|D||-||-||After Kill Rush||-||11-35 Low Profile||41 Total||-||-||-||Click!|
|SB||-||-||After Kill Rush||-||5-38 Low Profile||44 Total||-||-||5-25 Full Body||Click!|
Akihiko sways side to side, has upper body invulnerability. This move is great for avoiding things such as Mitsuru's Lunge, Yu's Stun Edges (Zios), and Yukiko's fans. However, there are a number of moves that Akihiko's Ducking can go under, but his weave cannot.
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). Used a lot amid juggle and Fatal Counter combos to inflate the Cyclone Meter.
D version Akihiko move backwards slightly. Can be useful during pressure to bait throws or other, non-crouching pokes.
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.
|A||-||-||U, After Kill Rush||-||4-12 (Counters Highs and Mids)||30 Total||-||-||-||Click!|
|B||-||-||U, After Kill Rush||-||4-24 (Counters Highs and Mids)||51 Total||-||-||-||Click!|
|SB||-||-||U, After Kill Rush||-||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. If Akihiko does not cancel into an followup, he gives a thumbs up. Only gains SP if you wait for the thumbs up.
Closeout blow is not good to try mid pressure because of its startup, but has its uses among obvious, slow attacks, and is actually best for countering bursts! Since bursts aren't invincible during the fall animation, you can counter a burst, wait for Aki to gain meter, and then start a short combo with 5B, doing up to 6000 if you have enough meter for 2 Cyclone Uppercuts.
A version is in counter hit state before it goes active. B version is in counter hit state during recovery.
SB Version has longer active frames, and counters lows as well.
|A||600, 300||Any||U, After Kill Rush||10||Until landing, +6||30||-15||Head, Body||-||Click!|
|B||800, 400||Any||U, After Kill Rush||22||Until landing, +6||30||-15||Head, Body||-||Click!|
|SB||800, 400||Any||U, After Kill Rush||10||Until landing, +6||30||-15||Head, Body||-||Click!|
Akihiko dives down like a comet, knocking down the opponent. Can use Kill Rush Follow-ups upon landing, though there's a noticeable delay for most followups.
A version causes knockdown on airborne opponents. Good for ending short air combos. Will combo into Cyclone Uppercut if cancelled immediately during a Fatal Counter combo. Useful for frametrapping after a jump canceled 5a or 2a.
B version is slower, but causes ground bounce. This move is generally impossible to combo into unless amid a Fatal Counter combo or following a One More Burst, but throws in a lot of damage.
SB version does as much damage as the B version, and can be canceled into Kill Rush followups almost immediately upon landing.
|A - Lv0||1400,700||Air Unblockable, Any||U*O||4+5||3(3)7||until landing + landing 11||-25||Body||1-17 Full Body||Click!|
|A - Lv1||1400,700,400||Air Unblockable, Any||U*O||4+5||3(3)9||until landing + landing 14||-37||Body||1-15 Full Body||Click!|
|A - Lv2||1400,700,100*6||Air Unblockable, Any||U*O||4+5||3(3)13||until landing + landing 24||-53||Body||1-15 Full Body||Click!|
|A - Lv3||1400,700,100*13||Air Unblockable, Any||U*O||4+5||3(3)21||until landing + landing 24||-65||Body||1-15 Full Body||Click!|
|B - Lv0||1600,800||Air Unblockable, Any||U*O||4+11||3(3)7||until landing + landing 11||-25||Body||1-23 Full Body||Click!|
|B - Lv1||1600,800,400||Air Unblockable, Any||U*O||4+11||3(3)9||until landing + landing 14||-37||Body||1-21 Full Body||Click!|
|B - Lv2||1600,800,100*6||Air Unblockable, Any||U*O||4+11||3(3)13||until landing + landing 24||-53||Body||1-21 Full Body||Click!|
|B - Lv3||1600,800,100*13||Air Unblockable, Any||U*O||4+11||3(3)21||until landing + landing 24||-65||Body||1-21 Full Body||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. The A version is faster than the B version and thus easier to combo into, and also somewhat more reliable as a reversal.
- 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.
The B version of Cyclone Uppercut is generally harder to combo into than the A version, but hits a lot harder as well. Cancelling into itself requires a bit of timing.
|C||-||-||-||-||-||10 total||-||-||1 Full Body||Click!|
|D||-||-||-||-||-||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. It's a perfect way to make Double Uppercut safe, but otherwise is seldom used.
Fun Fact: Akihiko can use Thunder Fist to get rid of his own paralysis. Cool stuff.
Awakened SP Skill Attacks
|C - Lv0||200, 100*15||Any||One More Cancel||1+25||1(1)1(1)1...||63||-49||Projectile||1-44 Full Body||Click!|
|C - Lv1||200, 80*23||Any||One More Cancel||1+25||1(1)1(1)1...||47||-33||Projectile||1-44 Full Body||Click!|
|C - Lv2||200, 65*31||Any||One More Cancel||1+25||1(1)1(1)1...||31||-17||Projectile||1-44 Full Body||Click!|
|C - Lv3||200, 40*64||Any||One More Cancel||1+25||65||29||-15||Projectile||1-44 Full Body||Click!|
|D - Lv0||200, 100*15||Any||One More Cancel||1+29||1(1)1(1)1...||53||-39||Projectile||1-68 Full Body||Click!|
|D - Lv1||200, 80*23||Any||One More Cancel||1+29||1(1)1(1)1...||37||-23||Projectile||1-68 Full Body||Click!|
|D - Lv2||200, 65*31||Any||One More Cancel||1+29||1(1)1(1)1...||21||-7||Projectile||1-68 Full Body||Click!|
|D - Lv3||200, 40*64||Any||One More Cancel||1+29||65||10||-5||Projectile||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. The A version has less invincibility but starts just a tad faster. Commonly used to end midscreen combos after corkscrew. Occasionally used in the corner after KR > Double Upper. Can also be used for pressure, or can lead to an unblockable setup where Aki uses Maziodyne, OM cancels, Ducks in and charges B Boomerang Hook until it becomes unblockable, if you're willing to blow 100 meter.
The D Version generally has little use over the C version due to no differences in damage or scaling, but has extensively higher invincibility. This is good for punishing extremely telegraphed and high recovery moves, especially in order to make them whiff (e.g. Labrys/S. Labrys's axe drop, Yukiko's Maragidyne, etc.), or for avoiding things such as Teddie's Circus Bear.
|K.O.||Unblockable||-||17+106||81||96||-||Projectile||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. It's usability is increased if the opponent is paralyzed, but well-used Evasive Actions can avoid it as it sucks them in.
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. With meter, 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 hard earned meter.
Akihiko is a character where the best defense is a good offense. A lot of his more useful defensive options are extremely situational. He can D Weave against short range attacks to step out of range and and Corkscrew on reaction. C Weave is extremely useful against projectiles and long range attacks, such as Mitsuru's 5A or 5D, Naoto's bullets, and Yukiko's fans. When countering Mitsuru, spacing is extremely important. Her 5A attack can often be countered with a reaction A Corkscrew. Her 5D whip varies, at mid-range a B Corkscrew reaction will reach Mitsuru before she recovers. At longer ranges, it is better to D Duck in quickly and start pressure. Against Naoto, C Weave will avoid all of her shots at longer range, depending on spacing you may risk a reaction Corkscrew. However, Naoto's recovery is short so watch for either additional shots or a follow-up rushdown. Yukiko's fans are much trickier to deal with, as their slow speed and an unlimited amount of them makes it difficult to counter. At closer rangers you can burn 25 meter to SB Corkscrew through the fans. At longer ranges, merely build meter and wait for Yukiko to make the first move. Fans can be rolled/ducked under with proper timing, but if additional fans are incoming you make need to return to the C Weave standstill. If you get close enough in, a Corkscrew or Sweep will interrupt the stream of fans.
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
FC 5B > 214C => 6C => B+D > [2B > j.B] x4 > 5AA > 2A+B > 236A => 6C => 6A => 236236B - 6131DMG +35SP
FC 5B > 236B > 6D > B+D > 5B > 2B > j.B (1 hit) > j.214B > 6D > 4C > B+D > 2A+B > 236A > 6C > 6A > 236236B - (6297DMG - 50 SP - +37 SP)
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)
FC 5B > 236B > 6C > B+D > 5B > 2B > sj.B(1) > 214B > 4C > 6D > B+D > 2A+B > 236A > 6B > 236236B - 5417(50 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)
FC 5B > 5C > OMB > 2C > 2A > 2A+B > 236A > 6C > B+D > 5B > j.B > 5B > 236B > 6C > 6B > 236236B - 8055(50 SP)(OMB)