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====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Akihiko_5A.png |caption= Boom Boom | |image=BBTag_Akihiko_5A.png |caption=Boom Boom | ||
|image2=BBTag_Akihiko_5AA.png |caption2= Double Uppercut... but | |image2=BBTag_Akihiko_5AA.png |caption2=Double Uppercut... but not really. | ||
|image3=BBTag_Akihiko_4AAA.png |caption3= Now off of a better starter | |image3=BBTag_Akihiko_4AAA.png |caption3=Now off of a better starter. | ||
|image4=BBTag_Akihiko_4AAAA.png |caption4= | |image4=BBTag_Akihiko_4AAAA.png |caption4=One of Akihiko's few persona moves. | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{#lst:BBTag/Akihiko Sanada/Data|5A}} | {{#lst:BBTag/Akihiko Sanada/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* | {{Description|8|text= | ||
* Hits twice. | |||
* Jump cancelable on both hits. | |||
* Throw cancelable on both hits. | |||
Akihiko's old 5B. | 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBTag/Akihiko Sanada/Data|5AA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Second hit vacuums | {{Description|8|text= | ||
* 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBTag/Akihiko Sanada/Data|5AAA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Identical to 4AAA | {{Description|8|text= | ||
* Identical to 4AAA. | |||
See 4AAA description for more information. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBTag/Akihiko Sanada/Data|5AAAA}} | {{#lst:BBTag/Akihiko Sanada/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Identical to 4AAAA | {{Description|8|text= | ||
* Identical to 4AAAA. | |||
See 4AAAA description for more information. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData |
Revision as of 04:48, 7 May 2020
Akihiko |
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Overview
"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. |
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.
- 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.
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 affected by Cyclone level: Throw, 5C, 2C, all special moves, and Cyclone Uppercut.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A j.BB |
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j.B j.AA |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Moves
Ground Throw 5B+C |
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Double Uppercut 5A+D |
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Skills
Corkscrew 236A/B |
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Cyclone Follow Ups During Cyclone > A/B |
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Ducking 66 |
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Assault Dive 214A/B (air OK) |
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Extra Skills
EX Corkscrew 236C |
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EX Assault Dive 214C (air OK) |
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Partner Skills
5P 5B |
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6P Corkscrew |
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4P Sonic Punch |
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Distortion Skills
Cyclone Uppercut 236B+C |
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Maziodyne 214B+C |
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Distortion Skill Duo
Maziodyne P during Main Character's Distortion Skill |
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Astral Heat
Earth Breaker 222B+C |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •