|image=BBTag_Akihiko_GroundThrow.png |caption= You will never understand how amazing it is that this is now his throw
|image=BBTag_Akihiko_GroundThrow.png |caption=You will never understand how amazing it is that this is now his throw.
|name=Ground Throw
|name=Ground Throw
|input=5B+C
|input=5B+C
Line 333:
Line 333:
{{#lst:BBTag/Akihiko Sanada/Data|BC}}
{{#lst:BBTag/Akihiko Sanada/Data|BC}}
{{!}}-
{{!}}-
{{Description|7|text=* Usable in Cyclone
{{Description|7|text=
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
* 100% minimum damage. (2000)
* Goes into Cyclone followups.
* 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.
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.
"For quite some time I have remained patient for this moment that is now at hand"
Lore:
After a fire destroyed the orphanage he called home and took the life of his younger sister Miki, Akihiko swore he would become stronger in her memory. He took up boxing and quickly become known for his skills in the ring. Some time afterwards, he awoke to the power of persona and was recruited by Mitsuru Kirijo into the group called SEES. In the year 2009, Akihiko assisted her and the rest of the SEES with fighting the arcana shadows and ending the Dark Hour. After graduating from Gekkoukan High School, Akihiko began traveling the world to hone his boxing skills and seek out worthy opponents.
Cyclone
Akihiko's rekka is influenced by a level system that scales from zero to five based on the number of moves he has linked together in a single chain. Before he can use cyclone moves, however, Akihiko must use one of the moves listed below. Once in it, he can cancel any special into any other special move as well as 5C and 2C. These attacks can be used an unlimited amount of times but they cannot be used in succession (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). As Akihiko chains into more specials, the cyclone level increases which grants his attacks more damage, meter, and hitstun, as well as changing their properties on hit. Keep in mind that if the chain is broken in anyway such as by jumping, using supers, getting hit, or switching characters, the cyclone level will return to zero. Also note that Akihiko's assists cannot enter cyclone state and thus aren't affected by this mechanic.
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, and all supers.
Moves affected by Cyclone level: Throw, 2C, all special moves, and all supers except Earth Breaker.
Playstyle
Akihiko Sanada 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. He also has access to a persona like all the other characters from P4A. These spirits have their own hitboxes and hurtboxes, meaning they can fight from different positions than where Akihiko is and can tank hits for him too, though doing so will incur a 5% health loss (but Akihiko cannot be K.O.ed by this penalty). They are also immune to Reject Guards, making them good for pressuring opponents with lots of meter. However, Akihiko is the least reliant on his persona among the P4A cast, only using it for 5 moves; 4AAAA / 5AAAA, 5C, j.C, Maziodyne, and Earth Breaker.
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.
Persona attacks are slow and very unsafe on whiff or block.
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.
4AA
Jump cancelable.
Throw cancelable.
Vacuums on hit
Follow-up 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.
4AAA
Hits 4 times.
Last hit launches on hit.
Akihiko's old P4A autocombo. 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.
4AAAA
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.
Caesar reaches up with his palm. If he hits the opponent, he grabs them, shocks them, and throws them into the ground. 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.
Akihiko's old 5B. He throws out two quick body blows, both of which 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.
5AA
Hits twice.
Jump cancelable on both hits.
Throw cancelable on both hits.
Second hit vacuums.
Akihiko punches twice, first with the second hit of Double Uppercut, then with 4AA. The second hit's vacuum is 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
Identical to 4AAA.
See 4AAA description for more information.
5AAAA
Identical to 4AAAA.
See 4AAAA description for more information.
5B
5B
The original neutral killer, now contained in one button.
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.
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.
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.
2B
2B
For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
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.
2C
2C
Imagine getting opened up high by a man with one low.
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.
j.A
j.A j.BB
JoJo fans will recognize this as the legendary Zoom Punch!
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.
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.
Persona attack with absolutely massive range that hits overhead. Better range than 5C but slower and more unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo. 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.
Universal Moves
Ground Throw
Ground Throw 5B+C
You will never understand how amazing it is that this is now his throw.
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.
Not great as a DP due to having a pretty bad hitbox, but conversely makes a decent high damage juggle combo ender as the damage goes up considerably with Cyclone level.
Now a standalone special. Beware of using this to end a juggle in the corner as it will typically result in the opponent being bounced out of the corner.
Yet another move that was buffed in 1.5 with a slightly higher wallbounce, allowing you to combo off it on counterhit or off a high-enough air juggle.
B
Can be held. Can cancel into 66 while weaving.
Weaving into Corkscrew. Hold B to continue weaving, release to perform Corkscrew. This is the only way for Akihiko to perform Weaving, so use it to bait reversals during Cyclone pressure. Deals the same damage as 236A and still only adds one Cyclone level.
As of 1.5, you can now cancel weaving into ducking (and back into weaving again) which significantly reduces the commitment required with weaving and gives an indefinitely unbroken period of projectile invul while building Cyclone levels with each input.
As of 2.0, making an attack whiff when weaving will make Akihiko taunt. If he finishes the taunt, he receives half a bar of meter and can still go into corkscrew or ducking afterwards. Happens only once per weaving.
Boomerang Hook
Cyclone Follow Ups During Cyclone > A/B
Congrats, you just died
Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
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 neutral assist call.
Boomerang Hook B Cyclone > B
Press B after Sonic Punch
More startup and hitstun than A version. Now has armor midway through the startup.
Sonic Punch A Boomerang > A
Press A after Boomerang Hook
Combos into B Hook at level 5 Cyclone
(
Sonic Punch B Boomerang > B
First B press in Cyclone or B after Boomerang Hook
More startup, travel distance, and hitstun 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. Now has body invul midway through the startup. Took a heavy P1 nerf into 1.5 meaning it's no longer his absolute best starter.
Usable in Cyclone and goes into Cyclone followups.
Akihiko jumps up and does Assault Dive; on hit, it can combo into Cyclone followups for big damage. This move is unique in that it's a special move that builds Cyclone level and can chain directly into more Cyclone followups without resetting the level, allowing you to set up combos into level 5 Cyclone.
As of 1.5, all versions now hit overhead; A version can be used as a throw bait/mixup, while B version can be used with Active Switch to set up unblockables.
Ground B
Important points go here
Slower but more stun on hit. Combos into B Sonic Punch on air hit.
Air A
Emergency techable on air hit
Air combo ender. Unlike ground version, air Assault Dives are emergency techable on air hit, so you can't combo after without assist. Completely unreactable overhead when TK'd, but you can't combo it into anything.
Easiest oki setup tool. After j.214A (second hit), 66 > B follows any ground tech direction to catch jump-wakeup or force block string situation. Oki can still be beaten by reversals and wake up supers, however.
Air B
Important points go here
Can be comboed into by counter hit j.C that gives a ground bounce for Cyclone B starter or Cyclone 66 > A starter.
Extra Skills
EX Corkscrew
EX Corkscrew 236C
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly.
EX Assault Dive
EX Assault Dive 214C (air OK)
A-Dive but blue and better and convertible and actually not A-Dive at all.
Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height.
As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.
Air
Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos.
Is an overhead as of 1.5, meaning TK j.214C is unreactable like the A version, but you can combo off it like the B version.
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.
Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
Maziodyne
Maziodyne 214B+C
You really thought you were safe at the top of the screen huh
Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames.
Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill
"Now for the KO Punch!" *Shoots himself in the skull*
To edit frame data, edit values in BBTag/Akihiko Sanada/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.