BBTag/Akihiko Sanada

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Overview

Overview
Akihiko is a rush-down character that utilizes a unique "rekka" system that allows him to chain special moves together for aggressive pressure and mix-ups. As he fights primarily with his fists Akihiko has short range but in exchange has high movement speed and has multiple specials that allow him to bob and weave through enemy attacks.
Akihiko Sanada
BBTag Akihiko Portrait.png
Health
18,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Unique Movement Options
Ducking
Fastest Attack
4A (5F)
Reversals
A+D (17F)
236B+C (12F)
214B+C (16F)
Pros
Cons
  • Extremely high damage both raw and in combos.
  • Strong mixup game with high reward.
  • High HP.
  • Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
  • Persona attacks have fantastic range.
  • Extremely short range on non-persona attacks.
  • Mix-up RPS can be risky if opponent guesses correctly.
  • Only has one low.
  • Low jump height.


Unique Ability: Cyclone Level

Akihiko has certain moves that put him in Cyclone state. Once in it, he can cancel any special into any other special move as well as 5C and 2C to increase to +1 Cyclone Level. As Cyclone Level increases, his attacks become stronger, dealing more damage and stun, enabling more damaging combos. Cyclone attacks can be used an unlimited amount of times but they cannot be used twice in a row (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). Returning to neutral, jumping, getting hit, or switching characters all reset Cyclone Level to zero.

Moves that enter Cyclone state: Throw, 5B, and all special moves except Corkscrew and Double Uppercut.

Moves usable in Cyclone state: Throw, 5C, 2C, all special moves, all supers, and Astral.

Moves affected by Cyclone level: Throw, 2C, all special moves, and all supers.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 5 2 11 +1 B
4AA 1500 All 9 2 19 -4 B
4AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B
4AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

4A is a quick jab, good at starting pressure or interrupting an opponent's blockstring. Excellent at resetting pressure as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to stagger and hit confirm during pressure.


  • Jump cancelable.
  • Throw cancelable.
  • Vacuums on hit

4AA is a followup punch that is used as blockstring and combo filler. Good for a surprise corner steal if you're feeling in the mood for assist shenanigans or if you want to catch the opponent with EX Corkscrew in the corner.


  • Hits 4 times.
  • Last hit launches on hit.

4AAA swaps sides four times, throwing out a punch between each one. Unfortunately, if one of the hits whiffs for what ever reason Akihiko enters recovery immediately, making this attack highly susceptible to punishes after reject guards. This move also cannot cross up on its own as it keeps opponents in true blockstun and it cannot cancel into any other moves until the last punch hits something. Thankfully, calling an assist while Akihiko is behind the opponent will summon them on that side thus creating a sandwich situation.


  • Hits 10 times. Follow-up attack only hits the opponent's point character.
  • Opponent is invincible to all other attacks until Caesar releases them.
  • Opponents cannot burst during this attack.

4AAAA grants Akihiko safe-jump oki against neutral and forward techs at mid-screen and neutral and back techs in the corner. Unlike most 4A autocombo enders, this move can cancel into Cross Raid which greatly increases a combo's damage and safely switches Akihiko to the backline.

Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 3 100 80
4AAAA 3, 5×8 90 80

4A:
4AA:
4AAA:
4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 950×2 All 7 3(3)3 20 -6 B
5AA 950×2 All 8 5(3)2 19 -4 B
5AAA 700×4 All 10 2(10)2(10)2(10)2 20 -5 B
5AAAA 500, 0, 300×7, 1500 All 18 4 20 -7 B
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.

Both hits of 5A can be canceled into a variety of different options including going into 2A and 2B back into another use of 5A. The second hit retains its cancel options even if it whiffs so long as the first hit something, making it strong against reject guards. It's also his best practical starter, having both good damage and scaling. This makes 5A the most important normal for both combos and pressure in his arsenal thanks to its versatility and damage potential. Unfortunately startup was nerfed compared to his P4AU version and its range is woefully short. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.


  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.
  • Second hit vacuums.

5AA's second hit has a vacuum effect that's useful for extending blockstrings and some particular combos but its poor damage scaling means it should be avoided in combos whenever possible. Has the same cancel options and offensive flexibility as 5A so the mix-up potential off this move is high. Note that only one use of 5AA is allowed per string.


  • 5AAA is identical to 4AAA.

See 4AAA description for more information.


  • 5AAAA is identical to 4AAAA.

See 4AAAA description for more information.

Version Level P1 P2
5A 3 100 85
5AA 3 100 80
5AAA 3 100 80
5AAAA 3, 5×8 90 80

5A:
5AA:
5AAA:
5AAAA:


5B

Kill Rush

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All 9~21 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B
  • If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
  • Follow-up hits are only done if the first hit something.
  • Enters Cyclone state.

Akihiko's old Kill Rush special, where he dashes forward and performs a flurry of punches. Has fast startup and forward movement which compensates for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff than one might expect. Puts Akihiko in Cyclone state which means that using this move will lock him out of safer buttons such as 4A or 5A, making it somewhat committal. Hugely buffed in 1.5 with the travel distance being roughly twice as far, allowing you to punish the opponent's poor choices in neutral and their reject guard attempts easily.

Level P1 P2
4 80 85
  • Values in [] are on whiff


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 5 22 -10 B
  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.
  • Usable in Cyclone.

Akihiko's old 5C. Caesar appears slightly behind Akihiko and slashes downward. Unlike most other 5C's it has huge vertical and horizontal range and can be canceled into like a special when used in Cyclone state, making it a reliable mix-up tool. Notably, with its fast startup it can be used as a knockdown ender for juggle combos, rewarding Akihiko with a safejump. Also notable for being one of his very few Persona moves and for being the only Cyclone state move that is unaffected by his Cyclone level.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 2 11 -1 F
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but 2A generally has a better vertical hitbox and doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not done at point-blank range so go into 4A or 5B instead. Can combo from a close range Cyclone 2C, leading into high damage in the corner.

Level P1 P2
1 100 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 7 5 25 -13 B 5~11 H
  • Jump cancelable.

Standard anti-air with fast startup and surprisingly decent range (longer than the first hit of 5A) despite appearances. Also used as combo and blockstring filler.

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700+150×(C-1) Low 13 [9] 5 20 [29] -6 [-15] F
  • Usable in Cyclone, increases in damage as Cyclone level increases.
  • Normal version knocks down on hit, Cyclone version hard knocks down on hit.

Akihiko's only low so you'll be using it a lot for mix-ups. Significantly buffed in 1.5 with Cyclone version now being able to combo into a variety of attacks on hit. These include 2A on a close range hit, 2B on close range counter hit, and even another 2C by canceling Weaving into Ducking. Can be used to frame trap after A-Hook > duck as well as catching fuzzy jump attempts during Cyclone pressure.

Level P1 P2
4 90 85
  • Damage increases with Cyclone Level
  • Values in [] are when Cyclone Level 1 or higher


j.A

j.BB

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 7 2 11 H
  • Double jump cancelable.

While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > j.B(2) to add a third high option for a man with only one low. He can also use rising j.A to fuzzy a portion of the cast.

Version Level P1 P2
j.A 3 100 80

j.A:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×2 High 9 3(3)3 15 H
  • Hits twice.
  • Double jump cancelable on either hit.
  • First hit knocks downwards, second hit launches upwards.

Akihiko's main jump-in tool and air combo part. While the first hit can be used to knockdown airborne opponents, Akihiko can get much better oki off of j.C into Assault Dive so let both hits play out whenever possible.

Level P1 P2
3 100 90


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 21 4 35+4L -8 on TK, -2 at best H
  • Knocks down on hit.

Persona attack with absolutely massive range that hits overhead. Better range than 5C. Usable as a surprise overhead or to bait anti-airs, or to space out opponents approaching on the ground. While nowhere near his best starter, the damage potential from it is respectable though resources are needed to convert it into a full combo without a counter hit, such as EX Assault Dive or an assist call. Instant j.C can combo into 2B on CH. Can easily be spaced to be safe to most responses.

Level P1 P2
5 80 90


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×4 Throw 20 [3] 3 23 T 4~13 P [None]
  • If Akihiko isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • If done in Cyclone, Akihiko will perform Ducking (66) automatically before grabbing.
  • Holding back while pressing throw results in a back throw.
  • Enters Cyclone state if the throw is successful. Usable in Cyclone.
  • Opponents cannot burst during a throw.

Somewhat unique throw that acts as a Cyclone move. Akihiko performs the standard run-up throw if done normally, or a Ducking into throw if done in Cyclone, but note that the automatic Ducking is slower than doing 66 manually then throwing. Ducking version adds two Cyclone levels regardless of whether you do it manually or automatically.

Level P1 P2
0, 3×4 100 50
  • Minimum Damage 2000
  • Values in [] are when performed during Ducking


Double Uppercut

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(1500-2500)×2 Air Unblockable 10 3(4)3 43 -27 B 1~19 All
  • Hits 2 times. Both are air unblockable and launch opponents on hit.
  • Opponents cannot burst during this attack.
  • Usable in Cyclone, increases in damage as Cyclone level increases.

Akihiko's fastest reversal at 10 frames of start-up, though it suffers from a very poor horizontal hitbox. This is his most damaging meterless Cyclone combo ender if both hits connect but it isn't always viable due to this move's aforementioned lack of range. Grants basic meaty oki on hit and not much else.

Level P1 P2
4 80 60
  • Damage increases with Cyclone level. 1500+(200×Cyclone Level)×2
  • Minimum Damage per Cyclone Level: 75×2 (150) / 85×2 (170) / 95×2 (190) / 105×2 (210) / 115×2 (230) / 125×2 (250)


Skills

Corkscrew

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A (2000-3000) All 9 8 31 -13 B
236B (2000-3000) All 16~48 8 31 -13 B 5~(11~43) BP
  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.

236A travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into 4A on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner.


  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.
  • Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral.
  • Can cancel into Ducking during Weaving.
  • Taunts upon a successful projectile dodge, granting half a bar when completed.
  • Taunt can be canceled into the same options as Weaving at any time.
  • Counter fails against lows and throws.

236B retreats and weaves back and forth, making him invincible against projectiles and body attribute attacks. If he dodges an attack, he throws up a thumbs up which builds meter and extends the invulnerability until he returns to neutral, allowing him to block or reversal against any attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking or punish by releasing corkscrew. The invulnerability can be used during pressure to bait reversals and non-low mashing. Note that the follow-up corkscrew is the same as the A version.

236B meter gain by Cyclone Level:

Lv 1 : 0.5 bars

Lv 2 : 1.0 bars

Lv 3 : 1.5 bars

Lv 4 : 1.5 bars

Lv 5+ : 2.0 bars

Version Level P1 P2
236A 5 80 90
236B 5 80 90

236A:

  • Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150


236B:

  • Damage increases with Cyclone level. 2000+(200×Cyclone Level)×2
  • Akihiko immediately enters 33F recovery on hit/block (technically the first 2 recovery frames are also active frames and can hit other characters)
  • Hold button to not attack at all. Total duration for this is 50F, Inv: 4~44 BP
  • If button is held and invincibility is triggered during 15~44F, Akihiko enters thumbs up stance (24F, inv 1~End All) and gains Skill depending on Cyclone Level. Lv0: 0.5 Gauge, Lv1-2: 1 Gauge, 3-4: Lv1.5 Gauge, Lv5: 2 Gauge
  • Minimum Damage per Cyclone Level: 100 / 110 / 120 / 130 / 140 / 150

Cyclone Follow Ups

During Cyclone > A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Cyclone A (1350-2100) All 13 4 18 -6 B
Cyclone2 B (1550-2300) All 21 3 18 -5 B 4~20 Guard B
Cyclone2 A (1300-2300) All 13 4 18 -6 B
Cyclone B (1500-2500) All 21 4 18 -6 B 4~20 B
  • First A press in Cyclone or A after Sonic Punch.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving a neutral assist call.


  • Press B after Sonic Punch.
  • Armors body attacks during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, and hitstun than A version. Has armor midway through the startup, making it great for stagger pressure. Only works against body attacks so even non-low 2A's will beat it. Vital for his combos as the level 5 Cyclone version can loop into A Sonic Punch for as long as hitstun permits for massive damage.


  • Press A after Boomerang Hook.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

Used as combo and blockstring filler. Vital for his combos as the level 5 Cyclone version can loop into B Boomerang Hook for as long as hitstun permits for massive damage.


  • First B press in Cyclone or B after Boomerang Hook.
  • Body invulnerable during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, hitstun, and travel distance than A version. Usually only combos off 214B/C or with an assist. Can be used as a neutral or pressure tool to close distance. Has invulnerability through the startup, making it great for stagger pressure. Took a heavy P1 nerf into 1.5 meaning it's no longer his best starter.

Version Level P1 P2
Cyclone A 3 100 80-90
Cyclone2 B 3 90 80-90
Cyclone2 A 3 90 80-90
Cyclone B 3 90 80-90

Cyclone A:

  • Damage increases with Cyclone level. 1350+(150×Cyclone Level)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Minimum Damage per Cyclone Level: 67 / 75 / 82 / 90 / 97 / 105


Cyclone2 B:

  • Damage increases with Cyclone level. 1550+(150×Cyclone Level)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • On Guard Point, hitstop for Akihiko is reduced by 1F. Opponent hitstop is unchanged
  • Minimum Damage per Cyclone Level: 77 / 85 / 92 / 100 / 107 / 115


Cyclone2 A:

  • Damage improves with Cyclone Level. 1300+(200×C)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Untech improves with Cyclone Level. Values in () are on Counter Hit. Lv1-4: 19 (33), Lv5: 24 (38)
  • Minimum Damage per Cyclone Level 65 / 75 / 85 / 95 / 105 / 115


Cyclone B:

  • Damage improves with Cyclone Level. 1500+(200×C)
  • P2 improves with Cyclone Level. Lv1-2: 80, Lv3-4: 85, Lv5: 90
  • Minimum Damage 75 / 85 / 95 / 105 / 115 / 125


Ducking

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
25 5~17 P
  • Projectile invulnerable and low profiles.
  • Enters Cyclone state and goes into Cyclone follow-ups.
  • Earliest cancel into cyclone options on frame 13 (1st frame of startup is on frame 14). (TENTATIVE).

Akihiko lowers his body and dashes forward, fazing through projectiles and going under some attacks. Used in neutral to close the distance quickly while keeping himself safe from zoning. Can also be used to reset pressure or to increase his Cyclone level while an assist is hitting the opponent. If timed correctly, this move can evade bursts, leading into A Boomerang Hook starter for massive damage.

Level P1 P2


Assault Dive

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A (900-1900)×2 High, All 26 Until L(4)2 22 -5 H, B
214B (900-1900)×2 High, All 40 Until L(4)2 22 -5 H, B
j.214A 1100×2 High, All 10 Until L(4)2 22 -5 H, B
j.214B 1300×2 High, All 25 Until L(4)2 22 -5 H, B
  • Becomes airborne around frame 5.
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

As 214A goes airborne early into its start-up, it can be used during pressure to bait throws or mashing with lows, not to mention the fact that its a safe on block overhead. On hit, it can combo into Cyclone followups for increased damage and a knockdown. If this hits an airborne opponent, the opponent can tech immediately so use the B version in that situation instead. Combos into B Cyclone Follow-ups on a grounded counter hit.


  • Akihiko becomes airborne around frame 5.
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

214B is slower but it travels further and deals more damage. Used in pressure to set-up unblockables via Active Switch. The ground bounce against airborne opponents is vital for assist combos, leading into massive damage via B Boomerang Hook to A Sonic Punch loop.


  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

214A is Akihiko's basic air combo ender. Lacks any follow-up potential and has limited oki. One simple set-up involves canceling this move into Ducking then into B Sonic Punch. This covers all tech options and leads into high damage on hit but losses to all reversals and back dashes. This move can also be used after a jump-cancel to do an unreactable overhead which is good for finishing off low health opponents.


  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

214B is slower but it travels further and deals more damage. Can be used to end air combos after j.C if Akihiko has the right spacing or if the opponent is in the corner. Simply double jump cancel in place during an air combo and do j.AA > j.C > j.214B and it should work every time mid-screen. Has no practical use outside of combos.

Version Level P1 P2
214A 4 80 80×2
214B 4 80 95×2
j.214A 4 80 90×2
j.214B 4 80 90×2

214A:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)


214B:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level: 45×2 (90) / 55×2 (110) / 65×2 (130) / 75×2 (150) / 85×2 (170) / 95×2 (190)


j.214A:

  • Minimum Damage 55×2 (110)


j.214B:

  • Minimum Damage 65×2 (130)

Extra Skills

EX Corkscrew

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(2200-3200) All 16 8 31 -18 B 4~11 P
  • Wall bounces on hit.
  • Ducking crosses up if done close to the opponent.
  • Increases in damage as Cyclone level increases.

SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off 5B or 2C, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version.

Level P1 P2
5 80 90
  • Damage improves with Cyclone Level. 2200+200×C
  • Minimum Damage per Cyclone Level 220 / 240 / 260 / 280 / 300 / 320

EX Assault Dive

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C (900-1900)×2 High, All 24 Until L(4)2 22 -5 H, B
j.214C 1300×2 High, All 10 Until L(4)2 22 -5 H, B
  • Akihiko becomes airborne around frame 5.
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

Has greater speed than the A version while retaining the B version's ground bounce, making it a important tool for extending solo combo. Get the opponent in the air (like off a grounded Cyclone 2C hit or any 4AAA or 5AAA hit) then use this move to go into his B Boomerang Hook to A Sonic Punch loop. Not recommended for use in pressure as it is only two frames faster than the A version and has the same frame disadvantage on block.


  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

The air version is a lightning fast overhead that can continue into a full combo, making it a powerful unreactable overhead. In fact, if it is Tiger Kneed on block off of 4AA, 2B, or either hit of 5A and 5AA, it is gap-less. Also used to convert j.C into a full combo, allowing Akihiko to transition from an air combo into a ground combo.

Version Level P1 P2
214C 4×2 80 80×2
j.214C 4×2 80 80×2

214C:

  • Damage improves with Cyclone Level. (900+200×C)×2
  • Minimum Damage per Cyclone Level 90×2 (180) / 110×2 (220) / 130×2 (260) / 150×2 (300) / 170×2 (340) / 190×2 (380)


j.214C:

  • Minimum Damage 130×2 (260)


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×5 All (18)+13~24 2(2)1(2)2(2)1(3)5 [3] 23 [26] -9 B
  • Hits 5 times.
  • Final hit launches opponents on hit.

Akihiko's best assist for locking down opponents in blockstun. Does high damage in combos but can quickly use up the combo's scaling so use carefully.

Level P1 P2
4 80 85
  • Values in [] are on whiff
  • Minimum Damage 25×5 (125)


6P

Corkscrew

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+24 8 41 -28 B

Ducking into Corkscrew. The initial low profile lets Akihiko avoid many attacks and punish zoning. Goes full-screen. Has the highest damage out of all of his assists and the least scaling so use this one for combos whenever possible.

Level P1 P2
5 70 90
  • Minimum Damage 100


4P

Sonic Punch

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+10 4 28 -15 B
  • Launches opponents on hit.

Akihiko's fastest assist which also has the best vertical hitbox, making it a great anti-air. Can combo into his 5A via an Active switch and can loop into itself during a Cross Combo for a burst safe combo route.

Level P1 P2
3 70 80
  • Minimum Damage 75


Distortion Skills

Cyclone Uppercut

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC Lv 0 3500, 1500×3
[2800×2, 3500]
All 6+(33 Flash)+6
[3+(33 Flash)+4]
3(6)4,2,6
[3(6)2(??+15)2]
Until L+24 -47 [-36] B 1~22 All
[1-15 All]
236BC Lv 1 3500, 1050×5
[2800×2, 1500×3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,3×2
[3(6)2(??+15)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
236BC Lv 2 3500, 1200×5
[2800×2, 1700×3]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,3×2
[3(6)2(??+10)6,4,8]
Until L+24L -50 [-43] B 1~17 All
[1-15 All]
236BC Lv 3 3500, 1000×7
[2500×2, 600×10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,1×3,3
[3(6)2(??+10)6,1×7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
236BC Lv 4 3500, 1150×7
[2500×2, 670×10]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×3,1×3,3
[3(6)2(??+10)6,1×7,3]
Until L+24L -57 [-48] B 1~17 All
[1-15 All]
236BC Lv 5 3500, 600×15
[2500×2, 500×6, 2200×2]
All 6+(33 Flash)+1
[3+(33 Flash)+4]
3(6)2×7,1×8
[3(6)2(??+10)6,2×3,3×2(??+24)9,12]
Until L+24L -99 [-105] B 1~17 All
[1-15 All]
  • Invincible on start-up.
  • Damage, the number of hits, and the frame advantage on hit increases with Cyclone level.
  • All hits launch opponents on hit.

Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect. Can grant safe-jump oki with at least Cyclone level 1. Notably slower and less safe on block or whiff than Double Uppercut which makes it a poor reversal. Start-up speed increases at Cyclone level 1, making it at least a little better during pressure but still not recommended for anything outside of a combo.

Version Level P1 P2
236BC Lv 0 5 80 80, 95×3 [90×2, 75]
236BC Lv 1 5 80 80, 95×5
[90×6]
236BC Lv 2 5 80 80, 95×5
[90×5]
236BC Lv 3 5 80 80, 95×7
[90×2, 97×10]
236BC Lv 4 5 80 80, 95×7
[90×2, 97×10]
236BC Lv 5 80 80, 98×15
[90×2, 97×6, 95×2]

236BC Lv 0:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 300×3 (2020) [840×2, 630 (2310)]


236BC Lv 1:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 199×5 (2115) [840×2, 255×3 (2445)]


236BC Lv 2:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 216×5 (2200) [840×2, 289×3 (2547)]


236BC Lv 3:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 170×7 (2310) [840×2, 120×10 (2880)]


236BC Lv 4:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 184×7 (2408) [840×2, 134×10 (3020)]


236BC Lv 5:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1120, 90×15 (2470) [840×2, 100×6, 506×2 (3198)]

Maziodyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(480-720)×16
[(410-615)×24]
All 4+(45 Flash)+12 {1(1)}×15,1
[{1(1)}×23,1]
Total: 98 [Total: 113] -36 [-35] P2 1~22 All
  • Invincible on start-up.
  • Increases in damage as Cyclone level increases.

Caesar calls forth lightning that hits everywhere simultaneously. Full-screen punish and reversal tool but one that is extremely negative on block. It is also a projectile so projectile invincible moves can completely disrespect it. Deals less damage and has worse oki than Cyclone Uppercut so only use this move in combos if the uppercut would whiff.

Level P1 P2
3 80 97×16 [98×24]
  • Values in [] are for Enhanced version
  • Damage improves with Cyclone Level. (480+48×C)×16 [(410+41×C)×24]
  • Minimum Damage per Cyclone Level: 72×16 (1152) / 79×16 (1264) / 86×16 (1376) / 93×16 (1488) / 100×16 (1600) / 108×16 (1728)
  • Enhanced version Minimum Damage per Cyclone Level: 57×24 (1368) / 63×24 (1512) / 68×24 (1632) / 74×24 (1776) / 80×24 (1920) / 86×24 (2064)


Distortion Skill Duo

Maziodyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
125×16 [100×23, 200] All 1+(85 Flash)+1 {1(1)}×15,1
[{1(1)}×23,1]
Total: 83 [Total: 97] -35 [-33] P2 1~6 All
  • Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.

Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.

Level P1 P2
3 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Earth Breaker

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(92 Flash)+11 Total: 140 -95 1~44 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit
  • Vacuums the opponent from anywhere on the screen.

Caesar pulls opponents into his globe. If it hits, they are placed on the globe of a humongous Caesar where Akihiko drops down on them from above with his fists, blowing up the globe and winning the match. The extreme vacuum effect on this move, the invincibility on start-up, and the fast start-up allows Akihiko to use this as a powerful full-screen punish. High-risk, high-reward as landing it guarantees victory but if the opponent blocks it Akihiko is unlikely to come back from the ensuing punish.

Level P1 P2
5


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