Combo Rate: 75%
Backdash Time: 23
Backdash Invincibility: 1-6
Movement Options: 1 Double Jump/Airdash, Dash type: Run
P-1 Climax Nickname: "The Two-Fisted Protein Junkie!"
Arcana: The Emperor
- Introduced in P3, Akihiko was the undefeated boxing captain of Gekkoukan High School, a close friend of Mitsuru, and an invaluable member of SEES. Having lost his family, he sought power so he could protect all he has left, and he continues searching to this day. Taking time off of college to travel the world, he joins the Shadow Operatives when something large happens.
- Cyclone Meter
Akihiko's skills, supers, All Out Attack, Sweep, Ground Throw and almost all of his Persona Attacks are all Cyclone moves, and thus have a unique property; by cancelling one Cyclone move into another, you raise the Cyclone meter by one level. Cyclone moves depend on the Cyclone meter for certain effects. For example, at Cyclone Level 0, Akihiko's Double Uppercut is a standard DP that blows the opponent back and allows them to air tech. However, further levels send the opponent straight up into the air instead while taking away their ability to air tech, with certain levels allowing you to combo after it! The Cyclone meter goes from 0 to 5, a buff from P4A where it stopped at 3.
If 5A is inputted as 4A, will prevent leading into 5AA. Cancels into itself 3 times, and is even on block. Good pressure tool, and you can jump cancel this on block. Will whiff on crouching opponents about halfway past Akihiko's arm.
5AA vacuums the opponent in, so if they're close enough, you can mix the opponent up with a throw. The vacuuming in also means that the opponent is put in a better position for his shorter ranged B moves, making this a staple in his BnBs.
5AAA hits, Akihiko can continue the autocombo by darting around and knocking his opponent around a few times to the air, ground and back again before ending it at a state where you can use any Cyclone move. By default, the autocombo will use Sonic Punch, putting you at a Cyclone level of 1.
5AAAAAA can push opponents a bit out of the corner if their back is to the wall, so be cautious there. Also, the further hits can completely fail to connect if 5D/2D/j.D is out.
Akihiko's old Autocombo. The opponent doesn't have to block every different direction of 5AAA, though you can One More Cancel it so they have to. Still, it's probably worth saving the meter to use SB Ducking instead if you want to cross them up.
- Dash Cancel is -3 on block of either hit
- Forces Fatal counter on counter hit
Double punch to the body. Fatal counter combo starter and a move used regularly in BnBs, both due to its ability to lift the opponent into the air during an aerial hit and due to how easy it is to combo into. Somewhat slow recovery, so it shouldn't be used randomly in neutral - you have better options for that.
A poke with roughly the same range as his 5A. Cancels into itself up to three times. Akihiko unfortunately shares the trait with Adachi in that his 2A is not a low. What makes this button remarkable, however, is its 5f startup, making it easy to interrupt pressure strings and to pressure the opponent with a button they'll often be completely unable to contest. To top it off, this can cancel into 5AA, making conversions absurdly easy. You can jump cancel this on block.
Akihiko's anti-air. Has some upper-body invincibility, and is air unblockable. This lifts opponents up into the air, but only if hit in a non-grounded state. Its weakness is its poor horizontal range, but when compared to many other 2B buttons in the cast, this really stands out. At only 7 frames of startup, 6 active frames and 24 frames of recovery, this is a fantastic 2B that's only arguably outdone by Elizabeth. Perhaps the best part about it, though, isn't just the frame data--it's the damage potential. If this hits as a counter, you'll be getting big damage off of it. This alone can make approaching Akihiko dangerous, even if his ways of making the opponent approach are lacking. Get very comfortable with converting off of this move.
Due to its large amount of uninterrupted active frames, this is also a good meaty option.
Akihiko jabs the air in a motion similar to his 5A/2A. Cancels into itself three times. It's an alright air-to-air poke, but nothing special. As for grounded opponents, this can hit them, but you're better off using j.B.
Akihiko aims two hooks downwards. Good jumpin due to the angle. Knocks opponents downwards on air hit, so this is typically done into 214A/B depending on the combo. Sees great use in 2A>jc>Air Turn>j.B pressure.
Akihiko jumps up and slams his hand down. This All Out Attack also counts as a Cyclone move, with each level reducing the startup by a frame to make it even more valuable of a mixup tool. This being an All Out Attack, though, you can't cancel it into any other Cyclone moves, which means you'll lose all levels on either hit or block.
Your one and only low, making it a valuable mixup tool to round out Akihiko's already impressive pressure. Again, this is your only low, so make sure to abuse it if the opponent is blocking high during your strings.
Each Cyclone level of this move slightly increases the time the opponent is spent airborne, giving you a bit more advantage on hit. Even though this is thus counted as a Cyclone move, you can't lead into any other ones during a cyclone string besides his supers. You can cancel this into his specials, though, so doing this before a cyclone string isn't the end of your pressure if blocked.
|High||25 (30)||5||19 (14)||-5 (0)||Body|
- Dash Cancel is -3 on block whether charged or not
Akihiko calls on Caeser to swipe downwards with his sword. Decent range, and can be charged, though this only increases the frame advantage to make you +0. Bounces the opponent on counterhit.
If Caeser is displaced from Akihiko from 5D/2D/j.D, this move will start from Caeser's position, not Akihiko's.
- The pull for all versions of this move can be delayed by holding D
- If held for too long, Caeser will disappear without pulling
Pulls the opponent towards Caeser for the duration of the normal. Unlike in P4A, using 5D or 2D no longer prevents Akihiko from using other Persona attacks (i.e. Akihiko can now pull with 5D, then attack shortly afterwards with 5C). This also counts as a Cyclone move, with each level increasing the speed that the opponent comes towards you. However, you can't cancel into any other cyclone moves after this. This is a vital tool for opponents who try to keep away, as well as a great offensive tool; pulling an opponent towards you and blocking them with your body means they're forced to take quite a bit more offense than they otherwise would due to the negated pushback. Keep in mind that Caeser is a pretty big target, though, so don't throw this out carelessly. When active (and not during the move's startup), Caeser will have full projectile super armor. Lasers will go through him, but single hit projectiles will be nullified.
Be sure to use this for oki sometimes, especially since you'll be able to catch your opponent by surprise with a sudden 5C if they're close enough to Caeser, yet far away from you.
|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
Akihiko's new anti-air Persona grab. Caesar shocks the opponent before slamming them down for a ground bounce. Useful for ending juggling combos. Easily cancels into 236236A/B in the corner, and 214214C everywhere. Inflicts Silence if successful, and each Cyclone level further increases the Silence duration.
For situations where you've displaced Caesar and the opponent is close to him, this can be useful for catching a jump. Otherwise, using this outside of a combo is risky, and yields less reward on a successful anti-air than 2B.
Akihiko calls Caeser to slice the air in front of him in a pretty wide arc. Bounces the opponent into the air upon counterhit.
Because it hangs Akihiko in the air for the entirety of the move and has a good range to boot, this is usable as an anti anti-air.
|-||-||Pulls on 24||-||48 Total||-||-|
Like 5D and 2D, but taken in a bold direction: you're aerial. Caeser, however, is not.
This is a bit of a risky move to use anywhere other than fullscreen. Not only does this have more recovery than the grounded versions, but with Caeser being grounded and away from you, it's very easy for an opponent to hit him. Furthermore, since you're airborne, you're unable to increase the pull's effects with Cyclone levels.
|Lv0: 0, 200, 100x2
Lv1-5: 0, 200, 100x3
Akihiko hits the opponent with a series of punches, leaving them standing close to him. You can use any Cyclone move after this throw.
Not only does the throw itself count as a Cyclone move, thus raising the Cyclone level if done out of another one, but it gets different effects at certain levels above 0. Levels 1 and 2 both send the opponent away, limiting your followup options, Levels 3 and 4 send the opponent into the air at an angle that allows you to follow up with Sonic Punch, and Level 5 sends the opponent straight upwards into the air.
If done during a Cyclone string, this will have fatal recovery. Be careful.
|1600, 300 (Lv0-1)
700, 350 (Lv2-3)
800, 400 (Lv4-5)
|Air Unblockable, Any||9||3(4)3||38||-24||Body|
Akihiko's DP also happens to be a Cyclone move! At Level 0, this merely sends the opponent into the air with the opportunity to air tech, but Levels 1-5 don't allow the opponent to air tech and send them further into the air each level. No matter the level, you can only cancel either hit of this into his supers; cancelling a blocked DP into Thunder Fists is a perfect way to make it safe. On a Level 0 counter hit, you can convert into a combo through a microdash 5A.
6A+B while blocking
Akihiko's Guard Cancel Attack shares the animation of his 2B, which makes it abysmal for getting someone off of you due to its complete lack of horizontal range. You should only use this when an opponent is close to you, because this can easily whiff and be a perfect waste of meter.
|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|
- Can cancel into follow ups from 8F during recovery.
- Fatal recovery on B and SB versions.
- Forces crouching opponents to stand
Akihiko rushes forward and delivers a few series of punches. After the punches land, this can cancel into any of his other Cyclone moves. A version has less startup than the B version, but travels less and does less damage. SB version travels the most distance, with the same startup as the A version. Both the B and SB versions allow you to convert into B Boomerang Hook on hit, though the A version allows this if it hits as a counter.
Interestingly enough, Akihiko will only perform the punches if he reaches the opponent's horizontal position. This makes it much more safe to whiff if you're not near the opponent, and can even act as a psuedo-dash because of how good of a distance it covers in such short time. However, this doesn't take their vertical position into regard. If the opponent happens to jump above or over you while you're performing this move and you run underneath them, the punches will come out anyways, making you susceptible to a punish. Use with caution. Still a valuable tool, as this move alone can easily start his offensive game.
Remember that if you access this through the S Hold system (hold A for at least 135F), you'll have invincibility on startup and can follow up with B Boomerang Hook. Use this during a blockstring to exploit any gaps, but don't be too predictable with it.
4A/B After Cyclone Move
- All versions fatal counter on counterhit
- Data in brackets is for charged version
- SB Guard point: 1-25F
A hook. From juggling, to combo filler, to pressure; this move does a lot.
The A version is quick, and is thus your combo filler/pressure tool that easily leads into the A version of Sonic Punch. Due to its speed, you can delay it a little to catch opponents who try to mindlessly jab out of your pressure, netting you a free fatal counter.
The B version is slower, but is plus on block. Not only that, but it can be charged to make it unblockable. At levels 3 and above, this forces the opponent into a crumple state on hit, meaning that this is an option your opponents are going to have to respect unless they want to eat big damage. Once you've made them respect your A version delay, use the B version to change things up and gain some serious advantage.
The SB version is basically the same as the B version with more damage, but has greater recovery and is less plus on block. However, it has a guard point throughout the startup, making it also a great option for opponents who try to mash out. Doesn't cause crumple on fatal counter anymore, and instead follows the same rules as the B version.
6A/B After Cyclone Move
- All versions fatal counter on counterhit
- Level 5 forces fatal counter on hit
- SB version is invuln from frames 1-18
Akihiko shoots forward with a corkscrew punch. Travels quite a good distance, with each version traveling further than the last. This is your typical combo ender, as you can't cancel into any other Cyclone moves aside from his supers.
The A version is mainly used for corner carry, as it pushes the opponent back quite a far distance. Levels 1 through 4 push the opponent back and cause them to skid along the ground in an increasing amount each level, while Level 5 forces the opponent to wallbounce and end up right in front of you at the perfect angle for a Cyclone Uppercut. This version also has uses as a punish, though, as Levels 3 and 4 force the opponent into a crumple state on counterhit.
Across all levels, the B version swaps sides with the opponent, with a wallbounce that brings them closer to you with each level. At Level 5, this wallbounces them so close to you that you can follow up with a Cyclone Uppercut. The wallbounce is a little awkward if your back is to the corner, however, so you'll want to follow up with Maziodyne instead. Since the opponent swaps sides with you, your followup follows the same input rules as SB Ducking's crossup.
The SB version puts Akihiko through the opponent with differing effects at certain levels, and has full body invulnerability for a good portion of the move, making it a good punish tool. Levels 1 and 2 force the opponent into spin, Levels 3 and 4 send the opponent into the air, and Level 5 forces the opponent into crumple. A counterhit for Level 1 and 2 increases the spin duration.
8A/B After Cyclone Move
- All versions force fatal counter on counterhit
- SB version has head and projectile invlun on frames 1-26
A punch upwards. Links from and into Boomerang Hook easily, and all versions are air unblockable.
The A version of this move is your standard combo filler, due to its relatively quick speed. It has some uses in juggling, but for the most part you'll be using this to inflate the cyclone level while dealing damage/pressure. Can also be delayed to catch opponents who try to mash.
The B version of this move sends the opponent into the air at Levels 3 through 5, and is typically how you'll start your juggling due to how many options conveniently set your opponent at the perfect distance for it.
The SB version is more or less the same as the B version, though it always sends the opponent into the air regardless of your Cyclone level, travels faster, and sends them a bit further away.
236C/D OR 6C/D After Cyclone Move
|C||-||-||-||13-20 Low Profile||25 Total||-||-|
A short command dash forwards. Low profiles certain attacks due to his stance, and can quickly lead into his other Cyclone moves. Further Cyclone levels increase the speed of this move, as well as the distance of the D and SB versions. C version moves a shorter distance forwards than the D version, but has smaller recovery as a result.
Not only can you use this move to reset pressure, but you can also cancel this into your throw; use this to reap the benefits of the Cyclone level you've gained and tack on some good damage. This is an option you're going to want to represent against passive opponents in order to make them panic and open them to an even bigger punish, so be aware of it of it. This move is weak to lows, but Akihiko has plenty of ways to punish mashing.
If he's close enough while it's performed, the SB version can allow Akihiko to travel through the opponent if they aren't in the corner, allowing for deadly crossups thanks to its speed. However, when doing a followup out of this crossup, the game will read the direction of your input as if it were done before the crossup. For example, if you want to do Boomerang Hook (4A/B) after this, you would technically press 6A/B once on the other side.
214C/D OR 4C/D After Cyclone Move
|C||-||-||-||11-20||24 Total, can be held||-||-|
|D||-||-||-||11-35 Low Profile||41 Total||-||-|
Akihiko shifts himself from side to side so quickly that he leaves afterimages of himself. Can low profile many things such as Mitsuru's 5A or Yu's Zio, but a little worse than Ducking in that regard; it can lose to Kanji's All Out Attack while Ducking won't, for example. The C version holds him in place and can be held, the D version makes him move back a certain distance and cannot be held, and the SB version moves him back the same distance as the D version, but makes him invincible while active. The C version also grants Akihiko SP as long as he holds the stance, with each Cyclone level increasing the rate that the SP is gained.
The C version is mainly used to build up your Cyclone level during combos, since it keeps you in place and can cancel into his other options easily because of this.
The D version is good for pressure; it can be used to bait out reversals or certain buttons during your pressure strings. Much like Ducking, this is still weak to lows (and most mashing in general), and although the SB version is not, it comes at the cost of meter. Just don't be too predictable with it, as it can be a waste of meter if used poorly, and isn't invincible until frame 5.
C version Meter gain per frame: LV1 .04 LV2 .05 LV3~4 .06 LV5 .07. in other words, 2.4 meter a second at LV1, and 4.2 at LV5
- Parry frames: 1-22F invincibility, 34F total (Meter gained on 22F)
- Counter state during recovery
Akihiko takes a defensive stance, and throughout the active frames, he'll counter mids or highs, with each version having their own followups. Has a lengthy amount of recovery, so you'll want to be careful with using this. Both the A and B version lose to lows, so don't throw this out amid your pressure strings unless you're, say, fighting Adachi or something. Counts as a Cyclone move.
The A version will lead into the A version of Corkscrew Punch upon countering a move. This counts as a cancel, so it'll increase the Cyclone level.
The B version and the SB version can both cancel into any Cyclone move, but if you choose to do nothing, Akihiko will instead use the parry to give a thumbs-up and gain SP. Fully invincible up to the thumbs-up, but vulnerable after. At Levels 1 through 5 for the B version, Akihiko will gain 15, 30, 45, 45, and 70 SP.
The SB version is the best for countering, as it can counter lows. It's functionally the same as the B version otherwise. At levels 1 through 5, Akihiko will gain 40, 55, 70, 70, and 100 SP! Impressive amounts, until you realize you need to spend 25 SP to activate this, so you're really only getting a net gain of 5 SP at max over the B version.
The B and SB versions share a weakness, however; they're generally weak to mashing, even upon parry. Not only is the recovery vulnerable should you choose to go for even the SP parry, but they offer no invincibility to your followups. As such, you can successfully parry an attack, gain SP, and get counterhit by your opponent's mashing. The A version doesn't share this weakness, however, as the Corkscrew Punch is very swift; the same is true if you choose to forgo the parry for the B and SB versions for an A Corkscrew Punch only. Because of this, you should only really use the B or SB versions when against an option an opponent has to commit to, such as a DP or Burst for the B version, or an option like Yu's Swift Strike for the SB version. Try not to parry a DP or committal low if they have the meter to One More Cancel, as they're still technically treated as hitting you and can thus One More Cancel their attack to hit you again. You can also use this to counter projectiles, which is an excellent way to gain meter in neutral. Don't use this for lasers, however, as the repeating nature of their active frames usually means that you'll be hit once the invincibility ends.
|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|
- Counter state during recovery
A punch that takes Akihiko (and his opponent, if airborne) down to the ground. This technically counts as a Cyclone move, so you're able to follow up with any other one after this lands. The A version is faster, typically ends combos, and can only combo into Corkscrew punches or his Supers. However, if hit as a counter, you can combo into any other option. The B version has slower startup, thus meaning it typically won't be used to end air combos, but knocks the opponent into an angle that's perfect for a B sonic punch if grounded. If the opponent is hit in the air, they're sent further away, which sees use in fatal counter combos since you can follow up in those scenarios with 6C>8B. The SB version is basically the A version, but allows you to combo into any Cyclone moves.
The fact that these moves go at a unique angle and keep you in a cyclone state afterwards means that they can be used as air-to-ground engages at certain heights. However, the cost for missing is high. The landing recovery is pretty major, and you're left in a crouching state and a counter state during it. As a result, this strategy shouldn't be used often.
|Air Unblockable, Any||4+5||3(6)12||until landing + landing 20||-35, -41, -41, -49, -49, -7||Body|
|Air Unblockable, Any||8+5||3(6)12, 23 for lv5||until landing + landing 15, 42 for lv5||-31, -32, -32, -39, -39, -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
|until landing + landing 20, 42 for lv5||-34, -47, -47, -52, -52, 27||Body|
Akihiko does a fierce uppercut that takes both him and his opponent into the air before falling back down. For the most damage, you'll want to make sure very first part of this move hits. Otherwise, this is your primary super ender, as it results in a knockdown and gives great damage depending on your Cyclone level.
The A version does the least amount of damage, but can be used to combo into the B or SB versions at levels 0-4 for even more damage.
The B version of this move slightly pushes Akihiko forward before use. At Cyclone Level 5, it will also swap sides with the opponent, even if their back is to the corner.
The SB version of this move consists of multiple uppercuts. It will always do all of them (2 for Cyclone Levels 0-4, 3 for Level 5) regardless of whether or not the first one hit, so be careful.
- C and SB versions are invuln from frames 1-4
- D version is invuln from frames 1-15
All of Akihiko's fist-based attacks cause Shock on hit or block to opponents, rendering them unable to move until it wears off which allows for some easy follow-ups. The Shock duration lasts for 60 frames on block and 120 frames on hit. This also adds chip damage to his fist-based attacks, furthering his offense. Thunder Fists wears off if Akihiko is hit while the buff is active, but not if another Persona attack is used.
The C version is the fastest way to obtain the buff. This has its uses through not just cancelling a blocked DP, but also cancelling certain knockdowns to give yourself more of an advantage. Cancelling a Corkscrew Punch in the corner into this will give you just enough time to tag your opponent with a 2A and force the shock on them.
The D version takes longer to apply the buff, but this is because it has a longer invincibility period. This can be used to make certain moves from the opponent whiff as a prediction tool, but this is rather risky and should only be used if you have a hard read on the opponent.
SB version adds a hitbox to the activation that induces Shock and knocks the opponent down. However, this isn't applied if blocked, and the hitbox itself is quite small - about the size of Akihiko's body.
Fun fact: if Akihiko is under the effect of Shock, this cures it. If the next attack that hits him would induce Shock while he has this buff up, the Shock is negated. He'll also say a special line if he's fighting Kanji.
Awakened SP Skill Attacks
|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
|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||-38 lv1~2 -6 lv3~4 -4 lv5 +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
Akihiko summons Caeser to cover the whole screen with lightning. Inflicts Shock on hit, with further Cyclone levels increasing the duration of said shock, as well as the damage and frame advantage. At Level 5 for the D and SB versions, you're not just safe on block, you're plus!
Useful for punishing obvious zoning attempts or ending certain combos, as the Shock's duration is valuable for locking opponents down. If you OMC this, the lightning will still play out, allowing you even more of an advantage.
Akihiko calls upon Caeser to hold out a globe. After a delay, the globe exhibits a suction effect, and if the opponent touches the globe, they're instantly defeated. Unblockable, and has invuln throughout the duration.
Not the greatest instant kill. Even though it's unblockable, the lengthy startup means that you can't even use this for an oki situation. Your opponent will always be able to react to this.
The best chance you have to land this is by making your opponent unable to move through Shock, but a Level 3+ Maziodyne is the only way to secure a Shock that covers the duration of this move. Not only does this setup require a grand total of 150 SP, but your opponent still has a chance to escape by means of using an Evasive Action to go through the globe. Doing so is at least, however, a little difficult.
- Japanese Name: 真田 明彦 （さなだ あきひこ）
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
|To edit frame data, edit values in P4AU/Akihiko Sanada/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data