BBTag/Akihiko Sanada/Combos

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Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

  • Combos containing BB AB AB etc. denote Boomerang Hook/Sonic Punch loop. If delay is listed next to them (e.g. delay AB), both moves need a slight delay.
  • Most combos ending with 236B can replace the ender with DP, 5C, or 236B+C for different oki and damage.

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 4AA > 5A > 2B > 5AAAA Any 5470 (4683) [1] Very Easy Basic 4A confirm. Drops at 4A's max range.
2 AA 4A > 2B > sjc > j.B > djc > j.AA > j.C > j.214B Any 5268 [2] Easy Max height anti-air 4A combo.
3 5AA > 2B > 5A > 5B > AA > 2C > 236[B]~66~2C > 236A Any 7270 [3] Intermediate Optimal max range 5A combo.
4 5A > 5B > 2C > 214C~66 > AA > delay BA > delay BA > delay BA > 2C > delay A+D Any 9750 [3] Intermediate Optimal 5A combo using 1 bar of meter.
5 AA 5AA > 2B > 5A > sjc > j.AA > djc > j.AA > j.C > j.214B Any 6963 [2] Easy Max height anti-air 5A combo.
6 AA 2B > sjc > j.B > djc > j.AA > j.C > j.214B Any 5542 [2] Easy Max height anti-air 2B combo.
7 CH AA 2B > dash 5AA > 2B > 5A > sjc > j.AA > djc > j.AA > j.C > j.214B Any 6522 [2] Easy Max height counter hit anti-air 2B combo.
8 2C > 236A Any 2924 [1] Very Easy Sweep combo. Lacks any meaningful follow-ups without Cyclone state.
9 2C > 2A > 5AA > 2B > 5A > sjc > j.AA > djc > j.AA > j.C > j.214B Any 5931 [2] Easy Cyclone level 1 or higher sweep combo.
10 2C > 214C~66 > AA > delay BA > delay BA > delay BA > delay BA > 2C > delay A+D Any 9307 [3] Intermediate Cyclone level 1 or higher sweep combo using 1 bar.
11 j.C > j.214A Any 3202 [1] Very Easy j.C combo. Lacks any meaningful follow-ups without resources.
12 j.C > 2A > 5AA > 2B > 5A > sjc > j.AA > djc > j.AA > j.C > j.214B Any 6179 [2] Easy Counter hit j.C combo.
13 j.C > j.214C~66 > AA > AA > delay BA > delay BA > delay BA > delay 2C > delay A+D Any 9477 [3] Intermediate j.C combo using 1 bar.
14 236A/B > 4A > 5AA > 2B > 5A > sjc > j.AA > djc > j.AA > j.C > j.214B Any 6426 [2] Easy Counter hit Corkscrew combo.
15 214A/B > AA > 2C > 236[B]~66~2C > 236A Any 4133 (5358) [3] Intermediate Assault Dive combo.
16 CH 214A/B > BB > A > 2C > 236[B]~66~2C > 236A Any 4689 (6095) [3] Intermediate Counter hit assault Dive combo.
17 4/6B+C~66 > AA > AA > delay BA > delay BA > delay 2C > delay A+D Any 6747 [3] Intermediate Optimal throw combo.
With Assists


# Combo Position Damage Difficulty Notes
1 5AAAA > [Call Assist] > 5AAAA(A) Any 7725 (9225) [1] Very Easy Basic 5A combo extended with an assist. Can end with Cross Raid.
2 5A > 5B > 2C > [Call Assist] > 236[B]~66 > 214B > BB > delay AB > delay A > delay 2C > delay A+D Any 10755 [3] Intermediate 5A combo extended with an assist.

Corner

Solo


# Combo Position Damage Difficulty Notes
1 (2A) > 4AA > 5AA > 2B > 5A > 5B > 2C > 2A > 5AAAA Corner 6065 (5095) [2] Easy Basic 4A corner combo.
2 5A > 5B > 2C > 2A > 5B > BB > AA > delay AB > delay 2C > delay A+D Corner 8114 [3] Intermediate Optimal meterless 5A corner combo.
3 CH AA 2B > 5A > 5B > BB > AA > delay AB > delay AB > delay 2C > delay A+D Corner 8236 [3] Intermediate Counter hit anti-air 2B corner combo.
4 2C > 2A > 5B > BB > AA > delay AB > delay AB > delay A > delay 2C > delay A+D Corner 7373 [3] Intermediate Cyclone level 1 or higher sweep corner combo.
5 2C > 214C~66 > AA > delay BA > delay BA > delay BA > delay BA > 2C > A+D Corner 9307 [3] Intermediate Cyclone level 1 or higher sweep corner combo using 1 bar.
6 CH 2C > 214B~66 > AA > delay BA > delay BA > delay BA > delay BA > 2C > A+D Corner 12133 [3] Intermediate Counter hit cyclone level 1 or higher sweep corner combo.
7 CH j.C > 2A > 5B > BB > AA > delay AB > delay AB > delay A > delay 2C > delay A+D Corner 7551 [3] Intermediate Counter hit j.C corner combo.
8 CH 236A/B > 4A > 5B > BB > AA > delay AB > delay AB > delay A > delay 2C > delay A+D Corner 7886 [3] Intermediate Counter hit Corkscrew corner combo.
9 214A/B > 2C > 2A > 5B > BB > AA > delay AB > delay A > delay 2C > delay A+D Corner 5090 (6658) [3] Intermediate Assault Dive corner combo.
With Assists


Combo Theory

Akihiko gets his big damage off Cyclone juggle loop (lv5 A Sonic Blow > B Boomerang Hook). In order to make this work, he needs to get the opponent airborne then get to level 5 Cyclone by the time he gets to A Sonic Blow. The most common way to do this is to start a Cyclone chain and combo an assist call into 214B or 66B without letting the Cyclone levels reset. As long as you have at least 1 Cyclone level by the time you go into 214B, doing BB A followup will put you at level 5 for A Sonic Blow. After getting into the loop, you just need to loop A Sonic > B Hook until the combo is about to drop. Try not to lose count of how many reps you've done; it's possible to get as many as 8 hits off certain starters.

Alternatively, Akihiko can do lv0 214B or 66 into BB AA AB. This only works early in the combo as the untech time from A Hook is a lot shorter, so you'll primarily be doing this when confirming mixups into 236X+P.


Video Examples

Basic Akihiko combos by Meno:




External Documents and References

Akihiko Combo Archive:

https://docs.google.com/spreadsheets/d/11SMkmDyQlJCpeC5di0iZ50uNIkBVgbh05ZOh7OfRirs/edit#gid=2054621331


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