P4U2R/Akihiko Sanada/Combos

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 Akihiko Sanada



Combo Notation GuideCharacter Name Abbreviations
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Introductory BnBs

[ Renovating Akihiko's Combo page. Still [WIP]. Planning to add combo theory as part of the list. ]

Introductory BnBs that encompasses the rekka fundamentals of Akihiko. These combos can be used at any part of the screen and don't require much technical ability to execute. These combos are primarily 5AA starters and they can be started with any normal button with the exception of 5C. Although these are introductory BnBs, these combos will be necessary to your overall gameplay.

DP is known as Furious Action or by buttons B+D.

Hop is buttons 2A+C.

Combos that can be finished with 236236B are marked by **.


Starter Combo Damage Meter Cost Difficulty Notes
5AA 5B > 2B > 236A > 8A > 4A > 4C > 6A 2196 0 Easy Standard. You can omit the 4C, but using it gives you better oki and damage.
5AA 5B > 2B > 236A > 8A > 4A > 6B 2174 0 Easy BnB, but with a 6B ender to swap sides. Omit the 4A to force a ground tech on your opponent.
5AA 5B > 2B > 236A > 8A > 4A > 2A+B ** 1959 0 Easy BnB for midscreen safejump oki. After sweep, jump forward with falling j.B to catch wakeup buttons, roll startup, or jump startup. You can also jump-airturn-backdash for a side switch safejump.
5AA 5B > 2B > 236A+B > 4B > 8B > 4A > 8A > 6B ** 4248 25 Medium Metered extension of the standard BnB.
5AA 2B > 5B > 236A+B > 4B > 8B > DP > 236236A > 236236B 4429 125 Medium Big combo to finish off opponents without them getting into awakening Video Link
5AA 5B > 2B > 236A > 8A > 4A > 8A > 4A > 6B 2055 0 Easy Corner BnB. Side switches, but also bring them back to corner for more pressure. Evasive Action to keep them in corner and time a meaty button.
2B hjc.B > j.214A 1304 0 Easy 2B clean anti-air
236B 4B > 8B > 4A > 8A > 6B 3170 0 Easy Free damage, but risky to fish for in neutral.
j.B 5AA > 5B(1) > jc.B > 5AA > 2B > hjc.B > j.214A 1884 0 Easy A2A BnB
j.B 5AA > 2A+B > 214C+D > 8A > 4B > 8B > 4D > 2C 2383 25 Medium Metered A2A BnB to inflict Lv.5 Silence
Throw(Lv0) 8A > 4A > 4C > 6A 1391 0 Easy Despite the low damage, one throw will lend more opportunities for mistakes from the opponent, as it will begin your strike-throw mixup game.
Throw(Lv0) 8A > 4A > 2A+B 1154 0 Easy Throw conversion to midscreen safejump oki

Counter Hit Confirms

Counter hit confirms for converting into big damage. These combos require counter hits and specific starters to work. Recognizing opportunities for counter hits and knowing how to seize them is crucial to playing to Akihiko's strengths.

Starter Combo Damage Meter Cost Difficulty Notes
5B 236B > 4B > 8B > 4A > 8A > 6B ** 3306(4626) 0(50) Easy Standard 5B Counterhit route. Usually for DP punishes and confirming frame trap counterhits.
236A 4B > 8B > 4A > 8A > 6B ** 3075(4395) 0(50) Easy Simple conversion for A Kill Rush counter hit. Best used as a whiff punish.
5C 66 > (5B > jc.B)x2 > 5AAAAA > 6C 3157 0 Medium Overhead with 5C. Dash cancel allows the follow-up combo.
2B jc.7 > j.66 > j.B > 5AA > 2B > hjc.B > j.214A 1961 0 Easy Anti-Air counter conversion
j.C 5AA > 5B > jc.B > 5AAAAA > 6C 3156 0 Medium Hit with j.C close range.
j.C 236A > 6A 2751 0 Easy Hit with j.C mid to max range
Throw(Lv0) 4B > 8B > 4A > 8A > 6B ** 2228(3548) 0(50) Easy Throw counter can go straight into B rekkas. Great for Aki's strike-throw mix-ups.
j.214A 4B > 8B > 4A > 8A > 6B ** 3240(4560) 0(50) Easy Air-to-Ground conversion with assault dive.

Optimal Routes

Akihiko requires a set amount of game mechanic knowledge to succeed, such as crouching hit confirms and fatal counter punishes. Once you have your opponent scrambling to get out of your pressure, this is where Akihiko's damage starts to shine. Aki has many ways to punish mashing, jumping out of pressure, reversals, and whiffed grabs.

Optimal routes are structured in a way that every attack rekka aside from corkscrew is used only once each with the exception of two A Sonics (8A) in every string. Doing so leads to no SMP, no hitstun reduction due to SMP, and huge damage.

Starter Combo Damage Meter Cost Difficulty Notes
Any > 5B > 236B 4B > 8B > 4A > 8A > 6B ** 2705-3246 0 Easy Crouching Only -- Crouching state allows for Akihiko to go straight into B Kill Rush after 5B due to hitstun bonus. The next combo takes advantage of that.
Any > 5B > 236B 4A+B > 6C > 4A > 8B > Hop > j.214B > 6D > dl.8A > Hop > j.214A > DP > 2A+B > 236A > 6A ** 3793-4778(4665-5689) 25(75) Very Hard Crouching Only -- End with DP(1) > 236236B to cash out meter.
Any > 5B > 236B 4C > 8A > 4A > 8B > Hop > j.214B > 4C > 4B > Hop > j.214A > DP 3398-4163(4629-5635) 0(50) Hard Crouching & Corner Only -- Meterless launch. End with DP(1) > 236236B to cash out meter. Also works midscreen if Caesar is pulling the opponent towards you, but still requires crouching state.
5B(CH) jc.214B > 8B > 4C > 4B > 6C > 4A > 8A > Hop > j.B > j.214A > DP > 2A+B > 214C > 6A 4632(5548) 0(50) Hard Main route for punishing blocked/whiffed reversals. Instant B Assault Dive confirm. Must jump forward or high jump up to work.
2B(CH) 214D > 8B > 4C > 4B > 6C > dl.4A > dl.8A > Hop > j.B > j.214A > DP > 2A+B > dl.236A > 6A 4387(5267) 0(50) Hard End with DP(1) > 236236B to cash out meter. Corner Only -- Add 4C before 6A to cash out 7555 dmg for 150 meter.
5C(CH) 2A+B > 236A > 4B > 8B > Hop > j.214B > 4[C] > 4A > dl.8A > Hop > j.214A > DP ** 4576(5807) 0(50) Hard Corner Only
j.C(CH) 236B > 4B > 8B > Hop > j.214B > 4[C] > 4A > 8A > Hop > j.B > j.214A > DP > 2A+B > 236A > 4C > 6A 6034(6917)(9152) 0(50)(150) Very Hard Corner Only -- Only works with IAD or IABD mid-to-close range. End with DP(1) > 236236B or triple super for devastating damage.
4B(Lv2) dl.8B > Hop > j.214B > 6D > 4A > dl.8A > Hop > j.B > j.214A > DP > 5AAAAA > 6C 4237(5295) 0(50) Medium Catches opponents that try to jump out of pressure. You'll most likely get angry bursts out of this confirm.
Throw(Lv3) 8B >
Throw(Lv4) 8B
Throw(Lv5) Hop
AoA~D
AoA~D 236C > 4B > 4D > 8B > Hop > j.214B > 4[C] > 4A > dl.8A > Hop > j.B > j.214A > DP > 2A+B > 214C > 6A ** 4073(5122) 0(50) Very Hard Corner Only -- AoA Fatal, for making sure opponents don't mash or keep their guard high. End with DP(1) > 236236B to cash out meter.

Fatal Counter Routes

Although Akihiko's damage benefits the same amount between Fatals and normal Counters, there are some routes that only open themselves up for use during fatals, especially off a Rekka.

Starter Combo Damage Meter Cost Difficulty Notes
5B
236B
4B(Lv1)

5B Starter

5B(FC)>236C>4B>6C>DP>5B>2B>hjc>j.B(1)>j.214B>6C>8B>4C>4A>8A>6B

  • Video Link
  • Meter Cost: 50
  • Damage: 5783 ; 4463


236B Starter

236B(FC)>6C>4C>4A>8B>[hop]>j.214B>6D>8A>[hop]>j.214A>DP>5AAAAA>6B

  • Meter Cost: 0
  • Damage: 4684

There are many enders to this B Kill Rush Fatal Combo. The one written above is the standard, easiest ender. Below will be the optimized combos that happen after DP

  • >2B>j.B>5AAAAA>6B -- Meter: 0 ; Damage: 4948
  • >2B>j.B>5AA>2A+B>dl.236A>6A -- Meter: 0 ; Damage: 5000
  • >2A+B>214C+D>8A>4B>8B>4D>2C -- Meter: 25 ; Damage: 4680 ; Lv5 Silence ; Mash B Upper during 2C to get 5936 for 50 meter ; SB Upper for 6103 for 75 ; Do NOT use Maziodyne unless you know your opponent doesn't block after tech. They will pop out after the first hit of super.
  • >5B>OMB>dl.214D>8B>4C>4B>6C>4A>6B -- Meter: 0 ; Burst Required ; Damage: 4789 ; Lets you close out the round for meter. B Upper after 6B does 6108 damage. SB Upper does 6241

B Rush Fatals are not for the faint of heart nor for the reckless. Punish huge whiffed DPs or end rounds quick with that one unfathomable read. Let your opponent know you're in their head rent free with B Rush Fatals.


Crouching State

5B>236B>4A+B>6C>4A>8B>5[D]>4A>dl.8A>]D[>4B>[hop]>j.214B>4C>[hop]>j.214A>DP (or j.214A>DP(1)>236236B)

  • Meter Cost: 25 (75)
  • Damage: 3851 (5104)

Stylish crouching state combo. Hop dive loop with Caesar! Let people know you're an Akihiko main with this one. Better to use DP for oki than to pick up after. You'll only be able to squeeze out a little less than 200 more damage before your opponent falls out.

5C Starter

5C>OMC>2A>5A>5B>jc>j.B>5B>jc>j.B>2A>236A>8B>6B>2C

Overhead conversion that's a bit tricky to nail down. Even if this hits as a counter, the ground bounce won't hurt your 2A conversion. Ends in a silence (Lv3), which is pretty good for certain matchups. If you have 150 meter, you can tack on 236236A>236236B.


5C>OMC>2A>5B>jc>j.B>2A>236A>8B>4C>8A>4B>4D>6B

Overhead conversion that trades silence for damage. How you follow up with 6B depends on what you want.

If you want damage and have 100 meter, you can tack on 236236B. If you want damage without meter, you can tack on 214C>6B. If you want oki, you can just roll.

Corner Only : 5C>OMC>2A>236A>6C>4B>4D>8B>[hop]>j.214B>4[C]>4A>dl.8A>[hop]>j.214A>DP>2A+B>214C>6A


Throw Starter

Throw(Lv3)>8B>4[B]>6C>4A>8A>6B

If you want damage and have 50 meter, you can tack on 236236B. Total damage: ~4.2k. If you want damage without meter, you can tack on 214C>6B. If you want oki, you can just roll.


Throw(Lv4)>8B>4D>[hop]>j.214B>6D>8A>[hop]>j.B>j.214A>DP>2A+B>214C>6A

Sweep as early as you can after DP to keep opponent high enough to land corkscrew. Or just let them ground tech for a safejump opportunity.


Throw(Lv5)>[hop]>j.214B>6D>4A>dl.8A>[hop]>j.B>j.214A>DP>2A+B>236A>6A

Basic Cylone 5 throw follow-up.


All Out Attack

AoA~C>j.AA>j.B>j.214A

Basic AoA midscreen follow-up for oki.


Corner Only : AoA~D>236B>8B>4C>4B>4C>4A>dl.8A>[hop]>j.B>j.214A>DP

Meter: 0 Damage: 3368

Basic AoA corner combo. No follow up after DP as opponent will fall out immediately on next hits.


Corner Only : AoA~D>236C>4B>4D>8B>[hop]>j.214B>4[C]>4A>dl.8A>[hop]>j.B>j.214A>DP>2A+B>214C>6A

Meter: 0 Damage: 4073

Optimal AoA corner combo, uses every rekka once for incredible AoA damage, more than most of the cast. Punishes enemies that mash out of pressure with normals.


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 Akihiko Sanada