Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | |||||||||
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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:
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- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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