BBTag/Akihiko Sanada: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akihiko Sanada}}
|-
======<span style="visibility:hidden;font-size:0">Overview</span>======
!Akihiko
{{FlexContainer}}
|-
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
||
{{FP Box|header=Overview
[[File:BBTag_Akihiko_Portrait.png|350x500px|center]]
|content=
|-
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.
||
{{#lst:BBTag/Akihiko Sanada/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run, Ducking
 
;Playstyle
:Aggressive, Short-range, Avalanche
 
;Team role
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
{{Bio
| name = Akihiko Sanada
| name = Akihiko Sanada
| game = BBTag
| game = BBTag
| icon = BBTag_Akihiko_Icon.png
| quote = For quite some time I have remained patient for this moment that is now at hand
| quote = For quite some time I have remained patient for this moment that is now at hand
| lore =  
| lore =  
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}}
}}
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
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=
|pros=
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}}
}}
 
}}
===Cyclone===
{{Closediv}}<!--END TOP SECTION-->
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.
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=BBTag
| fullname=Akihiko Sanada
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}
{{FP Box
| header=Cyclone Level
| content=
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 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 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 '''except''' Earth Breaker.
'''Moves affected by Cyclone level:''' Throw, 2C, all special moves, and all supers.
 
}}
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">4A</span> ======
===<big>4A</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_4A.png |caption=P4AU Classic, but now +1.
<div class="attack-gallery">
|image2=BBTag_Akihiko_4AA.png |caption2=Isn't this a rabbit punch? Pretty sure that's illegal.
<gallery widths="210px" heights="210px" mode="nolines">
|image3=BBTag_Akihiko_4AAA.png |caption3=What was once a shit auto combo is now serviceable because of AS.
BBTag_Akihiko_4A.png |P4AU Classic, but now +1.
|image4=BBTag_Akihiko_4AAAA.png |caption4=Situational combo ender.
BBTag_Akihiko_4AA.png |Isn't this a rabbit punch? Pretty sure that's illegal.
|name=4A
BBTag_Akihiko_4AAA.png |What was once a shit auto combo is now serviceable because of AS.
|data=
BBTag_Akihiko_4AAAA.png |Situational combo ender.
{{AttackDataHeader-BBTag|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=4A}}
{{AttackVersion|name=4A}}
{{#lst:BBTag/Akihiko Sanada/Data|4A}}
{{#lst:{{PAGENAME}}/Data|4A}}
{{!}}-
|-
{{Description|8|text=
{{AttackVersion|name=4AA}}
{{#lst:{{PAGENAME}}/Data|4AA}}
|-
{{AttackVersion|name=4AAA}}
{{#lst:{{PAGENAME}}/Data|4AAA}}
|-
{{AttackVersion|name=4AAAA}}
{{#lst:{{PAGENAME}}/Data|4AAAA}}
|}
==== ====
* Chains into itself 3 times.
* Chains into itself 3 times.
* Jump cancelable.
* Jump cancelable.
* Throw cancelable.
* Throw cancelable.


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.
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.
}}
----
{{!}}-
{{AttackVersion|name=4AA}}
{{#lst:BBTag/Akihiko Sanada/Data|4AA}}
{{!}}-
{{Description|8|text=
* Jump cancelable.
* Jump cancelable.
* Throw cancelable.
* Throw cancelable.
* Vacuums on hit
* 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.
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.
}}
----
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lst:BBTag/Akihiko Sanada/Data|4AAA}}
{{!}}-
{{Description|8|text=
* Hits 4 times.
* Hits 4 times.
* Last hit launches on hit.
* 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.
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.
}}
----
{{!}}-
{{AttackVersion|name=4AAAA}}
{{#lst:BBTag/Akihiko Sanada/Data|4AAAA}}
{{!}}-
{{Description|8|text=
* Hits 10 times. Follow-up attack only hits the opponent's point character.
* Hits 10 times. Follow-up attack only hits the opponent's point character.
* Opponent is invincible to all other attacks until Caesar releases them.
* Opponent is invincible to all other attacks until Caesar releases them.
* Opponents cannot burst during this attack.
* 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 can greatly increases a combo's damage and safely switch Akihiko to the backline.
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.
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5A</span> ======
===<big>5A</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_5A.png |caption=Boom Boom
<div class="attack-gallery">
|image2=BBTag_Akihiko_5AA.png |caption2=Double Uppercut... but not really.
<gallery widths="210px" heights="210px" mode="nolines">
|image3=BBTag_Akihiko_4AAA.png |caption3=Now off of a better starter.
BBTag_Akihiko_5A.png |Boom Boom
|image4=BBTag_Akihiko_4AAAA.png |caption4=One of Akihiko's few persona moves.
BBTag_Akihiko_5AA.png |Double Uppercut... but not really.
|name=5A
BBTag_Akihiko_4AAA.png |Now off of a better starter.
|data=
BBTag_Akihiko_4AAAA.png |One of Akihiko's few persona moves.
{{AttackDataHeader-BBTag|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{AttackVersion|name=5A}}
{{#lst:BBTag/Akihiko Sanada/Data|5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
|-
{{Description|8|text=
{{AttackVersion|name=5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
{{AttackVersion|name=5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
{{AttackVersion|name=5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
==== ====
* Hits twice.
* Hits twice.
* Jump cancelable on both hits.
* Jump cancelable on both hits.
* Throw cancelable on both hits.
* Throw cancelable on both hits.


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.
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.
 
----
}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lst:BBTag/Akihiko Sanada/Data|5AA}}
{{!}}-
{{Description|8|text=
* Hits twice.
* Hits twice.
* Jump cancelable on both hits.
* Jump cancelable on both hits.
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* Second hit vacuums.
* 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.
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.
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lst:BBTag/Akihiko Sanada/Data|5AAA}}
{{!}}-
{{Description|8|text=
* Identical to 4AAA.


See 4AAA description for more information.  
See 4AAA description for more information.  
}}
----
{{!}}-
* 5AAAA is identical to 4AAAA.
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Akihiko Sanada/Data|5AAAA}}
{{!}}-
{{Description|8|text=
* Identical to 4AAAA.


See 4AAAA description for more information.
See 4AAAA description for more information.
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5B</span> ======
===<big>5B</big>===
{{MoveData
<span class="input-badge">'''Kill Rush'''</span>
|image=BBTag_Akihiko_5B.png |caption=The original neutral killer, now contained in one button.
<div class="attack-container">
|name=5B
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
BBTag_Akihiko_5B.png |The original neutral killer, now contained in one button.
{{!}}-
</gallery>
{{#lst:BBTag/Akihiko Sanada/Data|5B}}
</div>
{{!}}-
<div class="attack-info">
{{Description|7|text=
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5B}}
|}
==== ====
* If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
* 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.
* Follow-up hits are only done if the first hit something.
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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.
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.
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5C</span> ======
===<big>5C</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_5C.png |caption=Unlike most 5C's, this is a bonafide combo ender.
<div class="attack-gallery">
|name=5C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_5C.png |Unlike most 5C's, this is a bonafide combo ender.
{{AttackDataHeader-BBTag}}
</gallery>
{{!}}-
</div>
{{#lst:BBTag/Akihiko Sanada/Data|5C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|7|text=
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
* Knockdown on airborne hit.
* Knockdown on airborne hit.
* On standing hit, leads into a timed follow-up.
* On standing hit, leads into a timed follow-up.
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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.
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.


}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>2A</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_2A.png |caption=Poke
<div class="attack-gallery">
|name=2A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_2A.png |Poke
{{AttackDataHeader-BBTag}}
</gallery>
{{!}}-
</div>
{{#lst:BBTag/Akihiko Sanada/Data|2A}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|7|text=
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
* Chains into itself 3 times.
* Chains into itself 3 times.
* Jump cancelable.
* Jump cancelable.
* Throw 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. Not uncommon for it to anti-air jump-ins.
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.
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2B</span> ======
===<big>2B</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_2B.png |caption=For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
<div class="attack-gallery">
|name=2B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_2B.png |For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
{{AttackDataHeader-BBTag}}
</gallery>
{{!}}-
</div>
{{#lst:BBTag/Akihiko Sanada/Data|2B}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|7|text=
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
* Head invulnerable on start-up.
* Head invulnerable on start-up.
* Jump cancelable.
* 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.
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.
}}
</div>
}}
</div>
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2C</span> ======
===<big>2C</big>===
{{MoveData
<div class="attack-container">
|image=BBTag_Akihiko_2C.png |caption= Imagine getting opened up high by a man with one low
<div class="attack-gallery">
|name=2C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_2C.png |Imagine getting opened up high by a man with one low.
{{AttackDataHeader-BBTag}}
</gallery>
{{!}}-
</div>
{{#lst:BBTag/Akihiko Sanada/Data|2C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|7|text=* Usable in Cyclone, increases in damage as Cyclone level increases
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
* Usable in Cyclone, increases in damage as Cyclone level increases.
* Normal version knocks down on hit, Cyclone version hard knocks down on hit.


*Cyclone version hard knocks down.
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.
</div>
</div>


Akihiko's only low so you'll be using it a lot for mixups. Significantly buffed in 1.5 with Cyclone version now comboing into tons of stuff on hit. Can be used to frametrap after A-Hook > duck. And is also strong for catching fuzzy jump attempts during cyclone pressure.
===<big>j.A</big>===
}}
<span class="input-badge">'''j.BB'''</span>
}}
<div class="attack-container">
<nowiki/>
<div class="attack-gallery">
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBTag_Akihiko_jA.png |JoJo fans will recognize this as the legendary Zoom Punch!
|image=BBTag_Akihiko_jA.png |caption= JoJo fans will recognize this as the legendary Zoom Punch!
</gallery>
|name=j.A |input=j.BB
</div>
|data=
<div class="attack-info">
{{AttackDataHeader-BBTag}}
{| class="wikitable attack-data"
{{!}}-
{{AttackDataHeader-BBTag}}
{{#lst:BBTag/Akihiko Sanada/Data|j.A}}
|-
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.A}}
{{Description|7|text=* Good Air to air
|}
==== ====
* 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.
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.
}}
</div>
}}
</div>
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
===<big>j.B</big>===
{{MoveData
<span class="input-badge">'''j.AA'''</span>
|image=BBTag_Akihiko_jB.png |caption= You thought there was going to be one high didn't ya
<div class="attack-container">
|name=j.B |input=j.AA
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
BBTag_Akihiko_jB.png |You thought there was going to be one high didn't ya?
{{!}}-
</gallery>
{{#lst:BBTag/Akihiko Sanada/Data|j.B}}
</div>
{{!}}-
<div class="attack-info">
{{Description|7|text=* Hits twice
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
* Hits twice.
* Double jump cancelable on either hit.
* First hit knocks downwards, second hit launches upwards.


* 1st hit knocks downwards
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.
* 2nd hit launches upwards unlike P4AU variation
</div>
</div>


First hit can be comboed into j.214A for knockdown and oki setup.
===<big>j.C</big>===
}}
<div class="attack-container">
}}
<div class="attack-gallery">
<nowiki/>
<gallery widths="210px" heights="210px" mode="nolines">
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
BBTag_Akihiko_jC.png |Massive hitbox, but is very unsafe.
{{MoveData
</gallery>
|image=BBTag_Akihiko_jC.png |caption= A tip from ChaoticGamez: Always buffer j.214X. That way on hit you'll always get a convert! On block you still die
</div>
|name=j.C
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
|-
{{#lst:BBTag/Akihiko Sanada/Data|j.C}}
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
|}
{{Description|7|text=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. Instant j.C can combo into 2B on CH.
==== ====
}}
* Knocks down on hit.
}}


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.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_GroundThrow.png |You will never understand how amazing it is that this is now his throw.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
* 100% minimum damage. (2000)
* 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.


====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
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.
{{MoveData
</div>
|image=BBTag_Akihiko_GroundThrow.png |caption= You will never understand how amazing it is that this is now his throw
</div>
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Akihiko Sanada/Data|BC}}
{{!}}-
{{Description|7|text=* Usable in Cyclone
* If done in Cyclone, Akihiko will perform a Ducking (66) automatically before grabbing.
* Goes into Cyclone followups.


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.
===<big>Double Uppercut</big>===
}}
<span class="input-badge">'''5A+D'''</span>
}}
<div class="attack-container">
<nowiki/>
<div class="attack-gallery">
====== <span style="visibility:hidden;font-size:0">Double Uppercut</span> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBTag_Akihiko_DoubleUppercut.png |What a fall from grace...
|image=BBTag_Akihiko_DoubleUppercut.png |caption= What a fall from grace...
</gallery>
|name=Double Uppercut
</div>
|input=5A+D
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
|-
{{#lst:BBTag/Akihiko Sanada/Data|AD}}
{{#lst:{{PAGENAME}}/Data|AD}}
{{!}}-
|}
{{Description|7|text=* Usable in Cyclone
==== ====
* Invincible on start-up.
* 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.
* 5% minimum damage. (75 to 125) x 2 = '''150''' to '''250'''


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.
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.


}}
</div>
}}
</div>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <span style="visibility:hidden;font-size:0">Corkscrew</span> ======
===<big>Corkscrew</big>===
{{MoveData
<span class="input-badge">'''236A/B'''</span>
|image=BBTag_Akihiko_Corkscrew.png |caption= PILEBUNK--Oh oh sorry... wrong game
<div class="attack-container">
|name=Corkscrew
<div class="attack-gallery">
|input=236A/B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_Corkscrew.png |PILEBUNK--Oh, oh sorry... wrong game.
{{AttackDataHeader-BBTag|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lst:BBTag/Akihiko Sanada/Data|236A}}
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
|-
{{Description|8|text=* Wallbounces on hit
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|236B}}
|}
==== ====
* Wall bounces on hit.
* Increases in damage as Cyclone level increases.


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.
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.


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.
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 half a bar and extends the invulnerability until he returns to neutral, allowing him to block or reversal against following attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking. 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.
}}
{{!}}-
{{AttackVersion|name=B}}
{{#lst:BBTag/Akihiko Sanada/Data|236B}}
{{!}}-
{{Description|8|text=* 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.
</div>
</div>


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.
===<big>Cyclone Follow Ups</big>===
 
<span class="input-badge">'''During Cyclone > A/B'''</span>
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.
<div class="attack-container">
}}
<div class="attack-gallery">
}}
<gallery widths="210px" heights="210px" mode="nolines">
<nowiki/>
BBTag_Akihiko_BoomerangHook.png |Congrats, you just died.
====== <span style="visibility:hidden;font-size:0">Boomerang Hook</span> ======
BBTag_Akihiko_SonicPunch.png |Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead.
{{MoveData
</gallery>
|image=BBTag_Akihiko_BoomerangHook.png |caption= Congrats, you just died
</div>
|image2=BBTag_Akihiko_SonicPunch.png |caption2= Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead
<div class="attack-info">
|name=Cyclone Follow Ups
{| class="wikitable attack-data"
|input=During Cyclone > A/B
{{AttackDataHeader-BBTag|version=yes}}
|data=
|-
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
{{AttackVersion|name=Boomerang Hook A|subtitle=Cyclone > A}}
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone A}}
{{#lst:{{PAGENAME}}/Data|Cyclone A}}
{{!}}-
|-
{{Description|8|text=* First A press in Cyclone or A after Sonic Punch
 
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.
}}
{{!}}-
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
{{AttackVersion|name=Boomerang Hook B|subtitle=Cyclone > B}}
{{#lst:BBTag/Akihiko Sanada/Data|Cyclone B}}
{{#lst:{{PAGENAME}}/Data|Cyclone B}}
{{!}}-
|-
{{Description|8|text=* Press B after Sonic Punch
 
More startup and hitstun than A version. Now has armor midway through the startup.
}}
{{!}}-
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
{{AttackVersion|name=Sonic Punch A|subtitle=Boomerang > A}}
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang A}}
{{#lst:{{PAGENAME}}/Data|Boomerang A}}
{{!}}-
|-
{{Description|8|text=* Press A after Boomerang Hook
* Combos into B Hook at level 5 Cyclone
(
}}
{{!}}-
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
{{AttackVersion|name=Sonic Punch B|subtitle=Boomerang > B}}
{{#lst:BBTag/Akihiko Sanada/Data|Boomerang B}}
{{#lst:{{PAGENAME}}/Data|Boomerang B}}
{{!}}-
|}
{{Description|8|text=* First B press in Cyclone or B after Boomerang Hook
==== ====
* 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.


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.
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.
<nowiki/>
* Body invulnerable during start-up.
====== <span style="visibility:hidden;font-size:0">Ducking</span> ======
* Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.
{{MoveData
 
|image=BBTag_Akihiko_Ducking.png |caption= Whatever you pressed just got you killed
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.
|name=Ducking
</div>
|input=66
</div>
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Akihiko Sanada/Data|66}}
{{!}}-
{{Description|7|text=* Projectile invul and low profiles
* Usable in Cyclone and goes into Cyclone follow-ups


Heavily buffed (yes, again) in 1.5, moving significantly farther (more than twice the distance?) in the same amount of time. Easy zoner punishes!
===<big>Ducking</big>===
<span class="input-badge">'''66'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_Ducking.png |Whatever you pressed just got you killed.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|66}}
|}
==== ====
* Projectile invulnerable and low profiles.
* Enters Cyclone state and goes into Cyclone follow-ups.


Can be used to punish some bursts if timed correctly, leading into Cyclone B starter.
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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Assault Dive</span> ======
{{MoveData
|image=BBTag_Akihiko_AssaultDive.png |caption= What boxer can and would even attempt to do this
|name=Assault Dive
|input=214A/B (air OK)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lst:BBTag/Akihiko Sanada/Data|214A}}
{{!}}-
{{Description|8|text=* 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.
</div>
</div>


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.
===<big>Assault Dive</big>===
}}
<span class="input-badge">'''214A/B (air OK)'''</span>
{{!}}-
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_AssaultDive.png |What boxer can and would even attempt to do this?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground A}}
{{#lst:{{PAGENAME}}/Data|214A}}
|-
{{AttackVersion|name=Ground B}}
{{AttackVersion|name=Ground B}}
{{#lst:BBTag/Akihiko Sanada/Data|214B}}
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
|-
{{Description|8|text=* Important points go here
{{AttackVersion|name=Air A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
{{AttackVersion|name=Air B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|}
==== ====
* 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.


Slower but more stun on hit. Combos into B Sonic Punch on air hit.
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.
{{AttackVersion|name=Air A}}
* Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
{{#lst:BBTag/Akihiko Sanada/Data|j.214A}}
* Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.
{{!}}-
{{Description|8|text=* 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.
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.


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.
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.
{{AttackVersion|name=Air B}}
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lst:BBTag/Akihiko Sanada/Data|j.214B}}
{{!}}-
{{Description|8|text=* 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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ======
===<big>EX Corkscrew</big>===
{{MoveData
<span class="input-badge">'''236C'''</span>
|image=BBTag_Akihiko_Corkscrew.png |caption=  You didn't block it, you'll never block it. Not even the guy who used it blocked it.
<div class="attack-container">
|name=EX Corkscrew
<div class="attack-gallery">
|input=236C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_Corkscrew.png |You didn't block it, you'll never block it. Not even the guy who used it blocked it.
{{AttackDataHeader-BBTag}}
</gallery>
{{!}}-
</div>
{{#lst:BBTag/Akihiko Sanada/Data|236C}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{Description|7|text=* Crosses up
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236C}}
|}
==== ====
* 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.
</div>
</div>


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.
===<big>EX Assault Dive</big>===
}}
<span class="input-badge">'''214C (air OK)'''</span>
}}
<div class="attack-container">
<nowiki/>
<div class="attack-gallery">
====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBTag_Akihiko_AssaultDive.png |A-Dive but blue and better and convertible and actually not A-Dive at all.
|image=BBTag_Akihiko_AssaultDive.png |caption= A-Dive but blue and better and convertible and actually not A-Dive at all.
</gallery>
|name=EX Assault Dive
</div>
|input=214C (air OK)
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:BBTag/Akihiko Sanada/Data|214C}}
{{#lst:{{PAGENAME}}/Data|214C}}
{{!}}-
|-
{{Description|8|text=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.
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
==== ====
* 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.


As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.
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.
{{AttackVersion|name=Air}}
* Enters Cyclone state and goes into Cyclone follow-ups.
{{#lst:BBTag/Akihiko Sanada/Data|j.214C}}
{{!}}-
{{Description|8|text=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.
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.
}}
</div>
}}
</div>


==Partner Skills==
==Partner Skills==
===<big>5P</big>===
<span class="input-badge">'''5B'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_5B.png |RUSH-DA!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5P}}
|}
==== ====
* Hits 5 times.
* Final hit launches opponents on hit.


====== <span style="visibility:hidden;font-size:0">5P</span> ======
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.
{{MoveData
</div>
|image=BBTag_Akihiko_5B.png |caption= RUSH-DA
</div>
|input=5B
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Akihiko Sanada/Data|5P}}
{{!}}-
{{Description|7|text=* Important points go here


Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.
===<big>6P</big>===
<span class="input-badge">'''Corkscrew'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_Corkscrew.png |Making every brawler comp viable since 2018.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|6P}}
|}
==== ====
* Projectile invulnerable and low profiles.
* Wall bounces on hit.


}}
Ducking to Corkscrew. Retains the properties of both moves so Akihiko can punish zoning and extend combos. 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.
}}
</div>
<nowiki/>
</div>
====== <span style="visibility:hidden;font-size:0">6P</span> ======
{{MoveData
|image=BBTag_Akihiko_Corkscrew.png |caption= Making every brawler comp viable since 2018
|input=Corkscrew
|name=6P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Akihiko Sanada/Data|6P}}
{{!}}-
{{Description|7|text=* Important points go here


Ducking to Corkscrew. Goes fullscreen.
===<big>4P</big>===
<span class="input-badge">'''Sonic Punch'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Akihiko_SonicPunch.png |"TOO WEAK!"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|4P}}
|}
==== ====
* 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.
}}
</div>
<nowiki/>
</div>
====== <span style="visibility:hidden;font-size:0">4P</span> ======
{{MoveData
|image=BBTag_Akihiko_SonicPunch.png |caption= "TOO WEAK!"
|input=Sonic Punch
|name=4P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Akihiko Sanada/Data|4P}}
{{!}}-
{{Description|7|text=* Can solo convert with Active Switch > 5A
 
*Can be looped in 4P for burst safe routes
 
Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch
}}
}}
 
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <span style="visibility:hidden;font-size:0">Cyclone Uppercut</span> ======
===<big>Cyclone Uppercut</big>===
{{MoveData
<span class="input-badge">'''236B+C'''</span>
|image=BBTag_Akihiko_CycloneUppercut.png |caption= You don't have to ask if it's gonna kill. The answer is always the same.
<div class="attack-container">
|input=236B+C
<div class="attack-gallery">
|name=Cyclone Uppercut
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_CycloneUppercut.png |You don't have to ask if it's gonna kill. The answer is always the same.
{{AttackDataHeader-BBTag|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Level 0}}
{{AttackVersion|name=Level 0}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 0}}
{{#lst:{{PAGENAME}}/Data|236BC Level 0}}
{{!}}-
|-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=Level 1}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 1}}
{{#lst:{{PAGENAME}}/Data|236BC Level 1}}
{{!}}-
|-
{{AttackVersion|name=Level 2}}
{{AttackVersion|name=Level 2}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 2}}
{{#lst:{{PAGENAME}}/Data|236BC Level 2}}
{{!}}-
|-
{{AttackVersion|name=Level 3}}
{{AttackVersion|name=Level 3}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 3}}
{{#lst:{{PAGENAME}}/Data|236BC Level 3}}
{{!}}-
|-
{{AttackVersion|name=Level 4}}
{{AttackVersion|name=Level 4}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 4}}
{{#lst:{{PAGENAME}}/Data|236BC Level 4}}
{{!}}-
|-
{{AttackVersion|name=Level 5}}
{{AttackVersion|name=Level 5}}
{{#lst:BBTag/Akihiko Sanada/Data|236BC Level 5}}
{{#lst:{{PAGENAME}}/Data|236BC Level 5}}
{{!}}-
|}
{{Description|8|text=* Damage and hits increase with Cyclone level.
==== ====
* 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.
* (RB) Follow-up punches are only done if the first hit of the first punch hit something.


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.
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.
</div>
</div>


Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.
===<big>Maziodyne</big>===
}}
<span class="input-badge">'''214B+C'''</span>
}}
<div class="attack-container">
<nowiki/>
<div class="attack-gallery">
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBTag_Akihiko_Maziodyne.png |You really thought you were safe at the top of the screen, huh?
|image=BBTag_Akihiko_Maziodyne.png |caption= You really thought you were safe at the top of the screen huh
</gallery>
|input=214B+C
</div>
|name=Maziodyne
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
|-
{{#lst:BBTag/Akihiko Sanada/Data|214BC}}
{{#lst:{{PAGENAME}}/Data|214BC}}
{{!}}-
|}
{{Description|7|text=* Hits entire screen
==== ====
* Invincible on start-up.
* Increases in damage as Cyclone level increases.


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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Maziodyne</big>===
|image=BBTag_Akihiko_Maziodyne.png |caption= "Now for the KO Punch!" *Shoots himself in the skull*
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
|input=P during Main Character's Distortion Skill
<div class="attack-container">
|name=Maziodyne
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBTag}}
BBTag_Akihiko_Maziodyne.png |"Now for the KO Punch!" *Shoots himself in the skull*
{{!}}-
</gallery>
{{#lst:BBTag/Akihiko Sanada/Data|Distortion Skill Duo}}
</div>
{{!}}-
<div class="attack-info">
{{Description|7|text=* Important points go here
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
|}
==== ====
* Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.
* 100% minimum damage: 2000 [2500]


Detailed description of the usefulness of the move go here
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.


}}
</div>
}}
</div>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Earth Breaker</big>===
|image=BBTag_Akihiko_EarthBreaker.png |caption= Giga SUCC
<span class="input-badge">'''222B+C'''</span>
|image2=BBTag_Akihiko_EarthBreaker2.png |caption2= DON'T LOSE YOUR WAAAAAAY.
<div class="attack-container">
|input=222B+C
<div class="attack-gallery">
|name=Earth Breaker
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBTag_Akihiko_EarthBreaker.png |Giga SUCC
{{AttackDataHeader-BBTag}}
BBTag_Akihiko_EarthBreaker2.png |DON'T LOSE YOUR WAAAAAAY!
{{!}}-
</gallery>
{{#lst:BBTag/Akihiko Sanada/Data|222BC}}
</div>
{{!}}-
<div class="attack-info">
{{Description|7|text=* Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
==== ====
* 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.


Can be blocked, unlike in P4A, so don’t try any monkey business.
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.


}}
</div>
}}
</div>
<br style="clear:both;"/>


==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{Roadmap}}


==External References==
==Navigation==
==Navigation==
{{#lst:BBTag/Akihiko Sanada/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Akihiko Sanada/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Akihiko Sanada]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 03:00, 14 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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.

"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.
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.


Akihiko Sanada
BBTag Akihiko Sanada Portrait.png
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

Template:AttackDataHeader-BBTag
4A
4AA
4AAA
4AAAA

  • 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.

5A

Template:AttackDataHeader-BBTag
5A
5AA
5AAA
5AAAA

  • 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.

5B

Kill Rush

Template:AttackDataHeader-BBTag

  • 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.

5C

Template:AttackDataHeader-BBTag

  • 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.

2A

Template:AttackDataHeader-BBTag

  • 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.

2B

Template:AttackDataHeader-BBTag

  • Head invulnerable on start-up.
  • 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.

2C

Template:AttackDataHeader-BBTag

  • 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.BB

Template:AttackDataHeader-BBTag

  • 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.

j.B

j.AA

Template:AttackDataHeader-BBTag

  • 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.

j.C

Template:AttackDataHeader-BBTag

  • Knocks down on hit.

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

5B+C

Template:AttackDataHeader-BBTag

  • 100% minimum damage. (2000)
  • 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.

Double Uppercut

5A+D

Template:AttackDataHeader-BBTag

  • Invincible on start-up.
  • 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.
  • 5% minimum damage. (75 to 125) x 2 = 150 to 250

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.

Skills

Corkscrew

236A/B

Template:AttackDataHeader-BBTag
A
B

  • 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 half a bar and extends the invulnerability until he returns to neutral, allowing him to block or reversal against following attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking. 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.

Cyclone Follow Ups

During Cyclone > A/B

Template:AttackDataHeader-BBTag
Boomerang Hook A
Cyclone > A
Boomerang Hook B
Cyclone > B
Sonic Punch A
Boomerang > A
Sonic Punch B
Boomerang > 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.

Ducking

66

Template:AttackDataHeader-BBTag

  • Projectile invulnerable and low profiles.
  • Enters Cyclone state and goes into Cyclone follow-ups.

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.

Assault Dive

214A/B (air OK)

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Ground A
Ground B
Air A
Air 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.

Extra Skills

EX Corkscrew

236C

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  • 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.

EX Assault Dive

214C (air OK)

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Ground
Air

  • 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.

Partner Skills

5P

5B

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  • 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.

6P

Corkscrew

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  • Projectile invulnerable and low profiles.
  • Wall bounces on hit.

Ducking to Corkscrew. Retains the properties of both moves so Akihiko can punish zoning and extend combos. 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.

4P

Sonic Punch

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  • 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.

Distortion Skills

Cyclone Uppercut

236B+C

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Level 0
Level 1
Level 2
Level 3
Level 4
Level 5

  • 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.
  • (RB) Follow-up punches are only done if the first hit of the first punch hit something.

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.

Maziodyne

214B+C

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  • 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.

Distortion Skill Duo

Maziodyne

P during Partner's Distortion Skill

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  • Identical to Akihiko's solo version of Maziodyne except it deals slightly higher minimum damage.
  • 100% minimum damage: 2000 [2500]

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

Astral Heat

Earth Breaker

222B+C

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  • 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.


External References

Navigation

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.