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| |invuln=- | | |invuln=- |
| |hitbox=Akihiko/j.B | | |hitbox=Akihiko/j.B |
| |description=
| |
| *List what the move is used for
| |
| *List interesting properties in bullet points like invul, fatal
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }}
| |
| }}
| |
| ====== ======
| |
| {{MoveData
| |
| |image=P4Arena_Akihiko_2B.png
| |
| |caption=Same animation as 2B...why?
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| |name=[[Gauges (P4AU)#Guard Cancel Attack|Guard Cancel Attack]]
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| |data=
| |
| {{AttackData
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| |damage=
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| |description= | | |description= |
| *List what the move is used for | | *List what the move is used for |
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| }} | | }} |
| }} | | }} |
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| |
| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
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| }} | | }} |
| }} | | }} |
| <br clear=all/>
| | ====== ====== |
| | |
| === [[Defense (P4AU)#Furious Action|Furious Action]] === | |
| {{MoveData | | {{MoveData |
| |image=P4Arena_Akihiko_BD.png | | |image=P4Arena_Akihiko_BD.png |
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| |invuln=1-15 All | | |invuln=1-15 All |
| |hitbox=Akihiko/BD | | |hitbox=Akihiko/BD |
| | |description= |
| | *List what the move is used for |
| | *List interesting properties in bullet points like invul, fatal |
| | Follow the [[Help:Writing_Character_Pages]] guidelines |
| | }} |
| | }} |
| | ====== ====== |
| | {{MoveData |
| | |image=P4Arena_Akihiko_2B.png |
| | |caption=Same animation as 2B...why? |
| | |name=[[Gauges (P4AU)#Guard Cancel Attack|Guard Cancel Attack]] |
| | |data= |
| | {{AttackData |
| | |damage= |
| |description= | | |description= |
| *List what the move is used for | | *List what the move is used for |
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| }} | | }} |
| }} | | }} |
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| |
| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
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| }} | | }} |
| }} | | }} |
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| |
| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
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| }} | | }} |
| }} | | }} |
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| |
| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
Introduction
P-1 Climax Nickname: "The Two-Fisted Protein Junkie!"
Persona: Caesar
Arcana: The Emperor
Backstory:
Overview
Health: 10000
Persona Cards: 2
Play-style: Offensive Rushdown/Rekka
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Dash
Pros/Strengths:
- Doesn't rely on his persona.
- Good health.
- Good damage.
Cons/Weaknesses:
- Poor range.
- Struggles against zoning characters.
- Placeholder
External References:
Move List
- See also: Akihiko Full Frame Data
Normal Attacks
5B
Boom Boom
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 200
|
Any
|
6
|
3(3)3
|
20
|
-4
|
Body
|
Double punch to the body.
- Fatal counter combo starter and a move used regularly in BnBs. Somewhat slow recovery so should not be used randomly in neutral game.
- Fatal counters on counter hit
|
|
j.B
Two hits, Knocks down on air hit.
|
|
Persona Attacks
5C
CAAESSAAAAR
|
|
5D
Gravity
|
|
2C
Shocking new move, isn't it?
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Lv0: 0, 100, 50x5, 500
Lv1: 0, 110, 55x5, 550
Lv2: 0, 120, 60x5, 600
Lv3: 0, 130, 65x5, 650
Lv4: 0, 140, 70x5, 700
Lv5: 0, 150, 75x5, 750
|
Throw
|
19
|
4
|
28
|
-
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
2D
Get over here. But take your time.
|
|
j.C
Chop
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j.D
Oh. I'm in the open.
|
|
Ground Throw C+D
Hold still while I beat you up a while.
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Air Throw j.C+D
Never seen anybody fall like this.
|
|
Double Uppercut B+D
Straight to the Moon.
|
|
Kill Rush 236A/B
RTSD to Punching Flurry.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
100, 50*3, 500
|
Any
|
11
|
-
|
23 Total
|
-4
|
Body
|
B
|
120, 60*5, 500
|
Any
|
24
|
-
|
36 Total
|
-8
|
Body
|
SB
|
140, 70*9, 500
|
Any
|
11
|
-
|
26 Total
|
-8
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines.
|
|
Boomerang Hook 4A/B After Kill Rush
Look at that bicep. Jesus.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
Lv1: 600
Lv2-3: 720
Lv4-5: 900
|
Any
|
13
|
3
|
18
|
-6
|
Body
|
B
|
Lv1: 800
Lv2-3: 960
Lv4-5: 1200
|
Any
|
21[41]
|
3
|
15
|
+4
|
Body
|
SB
|
Lv1: 1000
Lv2: 1200
Lv3: 1200
Lv4: 1500
Lv5: 1500
|
Any
|
23
|
3
|
26
|
+1
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Corkscrew 6A/B After Kill Rush
Keep it classy!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
Lv1: 1000
Lv2-3: 1200
Lv4-5: 1500
|
Any
|
6
|
-6
|
34
|
-18
|
Body
|
B
|
Lv1: 1200
Lv2-3: 1440
Lv4-5: 1800
|
Any
|
9
|
-6
|
40
|
-24
|
Body
|
SB
|
Lv1: 1200
Lv2-3: 1440
Lv4-5: 1800
|
Any
|
15
|
-6
|
35
|
-19
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Sonic Punch 8A/B After Kill Rush
Effective Boss Killer.
|
Version
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Damage
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Guard
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Startup
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Active
|
Recovery
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Frame Adv.
|
Attribute
|
A
|
Lv1: 500
Lv2-3: 600
Lv4-5: 750
|
AUB
|
13
|
4
|
18
|
-7
|
Body
|
B
|
Lv1:650
Lv2-3:780
Lv4-5:975
|
AUB
|
21
|
4
|
26
|
-13
|
Body
|
SB
|
Lv1:800
Lv2-3:960
Lv4:1200
Lv5:1200
|
AUB
|
23
|
4
|
20
|
-4
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Ducking 236C/D OR 6C/D After Kill Rush
Getting distance!
|
|
Weaving/Webbing 214C/D OR 4C/D After Kill Rush
Dodging bullets.
|
|
Closeout Blow 214A/B
Come at me bro.
|
|
Assault Dive j.214A/B
Superhero Punch.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
600, 300
|
Any
|
10
|
Until landing, +6
|
30
|
-15
|
Head, Body
|
B
|
800, 400
|
Any
|
22
|
Until landing, +6
|
30
|
-15
|
Head, Body
|
SB
|
800, 400
|
Any
|
10
|
Until landing, +6
|
30
|
-15
|
Head, Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Cyclone Uppercut 236236A/B
Super VV
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
Lv0: 1000x2
Lv1: 1000+550x2
Lv2: 1000+600x2
Lv3: 1000+350x4
Lv4: 1000+400x4
Lv5: 1000+2000
|
Air Unblockable, Any
|
4+5
|
3(6)12
|
until landing + 20
|
Lv0: -35
Lv1-2: -41
Lv3-4: -49
Lv5: -7
|
Body
|
B
|
Lv0: 1200+360x3
Lv1: 1200+240x5
Lv2: 1200+264x5
Lv3: 1200+240x7
Lv4: 1200+276x7
Lv5: 1200+168x15
|
Air Unblockable, Any
|
8+5
|
3(6)12, 23 for lv5
|
Lv 0-4: until landing + 15
Lv 5: until landing + 42
|
Lv0: -31
Lv1-2: -32
Lv3-4: -39
Lv5: -85
|
Body
|
SB
|
Lv0: 1300, 520x2
Lv1: 1300, 520x2, 100x2
Lv2: 1300, 520x2, 200x2
Lv3: 1300, 520x2, 70x9
Lv4: 1300, 520x2, 100x9
Lv5: 1300, 520x2, 200x5, 700x2
|
Air Unblockable, Any
|
3+5
|
Lv0: 3 (3) 2 (39) 2
Lv1-4: 3 (3) 2 (34) 18
Lv5: 3 (3) 2 (34) 18 (45) 21
|
Lv 0-4: until landing + 20,
Lv 5: until landing + 42
|
Lv0: -34
Lv1-2: -47
Lv3-4: -52
Lv5: -27
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Thunder Fists 236236C/D
YOU WA SHOCK
|
|
Awakened SP Skill Attacks
Maziodyne 214214C/D
Not going anywhere.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
Lv0: 200, 100*15
Lv1: 120, 60*31
Lv2: 140, 70*31
Lv3: 80, 40*64
Lv4: 90, 45*64
Lv5: 80, 40*80
|
Any
|
4+18
|
1(1)1...
|
Total 119
|
Lv0 -53
Lv1~2: -21
Lv3~4: -19
Lv5: -3
|
Projectile
|
D
|
Lv0: 200, 100*15
Lv1: 120, 31*31
Lv2: 140, 31*31
Lv3: 80, 64*64
Lv4: 900, 64*64
Lv5: 80, 40*80
|
Any
|
4+26
|
1(1)1...
|
Total 112
|
Lv 0: -38
Lv 1-2: -6
Lv 3-4: -4
Lv 5: +12
|
Projectile
|
SB
|
Lv0: 200, 100*23
Lv1: 140, 31*39
Lv2: 160, 31*39
Lv3: 80, 64*80
Lv4: 900, 64*80
Lv5: 80, 40*96
|
Any
|
4+22
|
1(1)1...
|
Total 123
|
Lv0: -37
Lv1-2: -5
Lv3-4: -3
Lv5: +13
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Earth Breaker 222C+D
If you touch the globe, you die. You brought this upon yourself.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data