P4U2R/Akihiko Sanada: Difference between revisions

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|input=5A,5AA,5AAA Normal|versioned=yes
|input=5A,5AA,5AAA Normal|versioned=yes
|description=
|description=
;5A
;{{clr|1|5A}}
*Hold [4] to prevent a cancel into 5AA
*Hold [4] to prevent a cancel into 5AA
*Chains into itself up to 2 more times in a row, even on whiff
*Chains into itself up to 2 more times in a row, even on whiff
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Average standing jab, which is tied for one of the fastest in the game at 5F start-up. Good pressure tool since it is even on block for tick throws and frame-traps, and is jump cancellable on block, which lets Akihiko go for quick jump-in or cross-up mix-ups with his short jump height. Will whiff on crouching opponents about halfway past Akihiko's arm.
Average standing jab, which is tied for one of the fastest in the game at 5F start-up. Good pressure tool since it is even on block for tick throws and frame-traps, and is jump cancellable on block, which lets Akihiko go for quick jump-in or cross-up mix-ups with his short jump height. Will whiff on crouching opponents about halfway past Akihiko's arm.
----
----
;5AA
;{{clr|1|5AA}}
*Can be chained into from 2A as well
*Can be chained into from 2A as well
*Vacuums opponents on hit and block
*Vacuums opponents on hit and block
Akihiko scoops the opponent in. This is good because 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.
Akihiko scoops the opponent in. This is good because 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
;{{clr|1|5AAA}}
*Autocombo continues for another three hits.
*Autocombo continues for another three 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 with Assault Dive. The extra follow-ups 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 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 with Assault Dive. The extra follow-ups 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.
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|input=5A,5AA,5AAA Shadow|versioned=yes
|input=5A,5AA,5AAA Shadow|versioned=yes
|description=
|description=
;5A and 5AA
;{{clr|1|5A}} and {{clr|1|5AA}}
Shadow Akihiko's 5A and 5AA and identical to the Normal-type's.
Shadow Akihiko's 5A and 5AA and identical to the Normal-type's.
----
----
;5AAA
;{{clr|1|5AAA}}
*Autocombo continues for another three hits.
*Autocombo continues for another three hits.
Akihiko can continue the autocombo by darting around and knocking his opponent around a few times on either side of the opponent. Cross-up protection means they don't have to block each hit in the correct direction, but OMC can make them think about it. It's an option, but Akihiko is better off saving that meter for SB Ducking instead.
Akihiko can continue the autocombo by darting around and knocking his opponent around a few times on either side of the opponent. Cross-up protection means they don't have to block each hit in the correct direction, but OMC can make them think about it. It's an option, but Akihiko is better off saving that meter for SB Ducking instead.

Revision as of 15:05, 25 September 2022



Overview
Overview

akihiko is a manly man who punches people really hard really fast he has trash range and no mix but that's cause real men don't need those, only protein

 Akihiko Sanada  Akihiko Sanada is a very close-range bruiser character who gets high damage reward for his risk.

Pros
Cons
  • Persona Unreliant: Akihiko doesn't rely on his Persona, so Persona Break isn't that big of an issue.
  • Resilient: Akihiko has above average health, allowing him to survive a few more touches than other characters.
  • Potent Pressure Options: Akihiko's pressure game has room for excellence once he gets in. He can vacuum the opponent in with his D buttons, repeatedly chain his rekkas for frame-traps and to push the opponent to the corner, and vary his pressure options with resets and baits or to punish the opponent's escapes.
  • Conversions & Damage Output: Akihiko has very high damage potential off of clean hits, especially Counter Hits or Fatal Counters with his excellent combo rate and Cyclone buffs. His Cyclone meter also allows him to extend combos very well into numerous routes.
  • Reach & Neutral: Being mostly close-range punches, Akihiko's range leaves a lot to be desired. This also means that he struggles against zoning characters thanks to his stubby normals and lack of projectiles or other moves that are reliable for getting in safely.
  • Flawed Pressure: Relying on close-range and frame-trapping, Akihiko suffers in not having the best ways to constantly check his safety against his reversal-prone pressure, unless he has meter to spend. Some failed baits can also lead to him losing his whole momentum.
  • Lacking Mix-up: His only low is his sweep with varying reward, while his throw requires Cyclone levels to become a serious threat but has Fatal recovery when used in such a manner. He also doesn't have many unique options outside of SB Ducking.
  • No Burst Safety: Akihiko doesn't have many, if any burst-safe points at all in a large majority of his combo routes. This really hurts him since he has to spend resources very early in some combo routes, or to even get a good combo started at all in some matchups.
P4ArenaUltimax CycloneLevel.png

Akihiko's Skills, SP Skills, All Out Attack, Sweep, Ground Throw and almost all of his Persona Attacks are all Cyclone moves, and thus have unique properties; he can freely cancel many of these moves into one another, and 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 starts at 0 and caps at 5, and Akihiko can remain at 5 as long as he does not leave his Cyclone chain.
P4U2R Akihiko Sanada Nameplate.png
P4U2R Akihiko Sanada Portrait.png
Health
10,000
Backdash
23F (1~6F Inv All)
Persona Cards
2
Combo Rate
70%
Unique Movement Options
Duck
Weave (D and SB)
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A, 2A (5F)
Reversal Type:Attack
Fatal Starters:236B
Cyclone > 4X/6X/8X
Fatal Recovery:Any moves that put this character in a state where any Counter Hit will force a Fatal Counter.236B/A+B
Cyclone > C+D


Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 2 11 0 Body
5AA 300 All 9 2 15 -2 Body
5AAA Normal 200×2, 100×2 All 11 3 20 -8 Body
5A
  • Hold [4] to prevent a cancel into 5AA
  • Chains into itself up to 2 more times in a row, even on whiff
  • Jump cancelable on hit or block

Average standing jab, which is tied for one of the fastest in the game at 5F start-up. Good pressure tool since it is even on block for tick throws and frame-traps, and is jump cancellable on block, which lets Akihiko go for quick jump-in or cross-up mix-ups with his short jump height. Will whiff on crouching opponents about halfway past Akihiko's arm.


5AA
  • Can be chained into from 2A as well
  • Vacuums opponents on hit and block

Akihiko scoops the opponent in. This is good because 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
  • Autocombo continues for another three 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 with Assault Dive. The extra follow-ups 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.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 2 11 0 Body
5AA 300 All 9 2 15 -2 Body
5AAA Shadow 200×4 All 11 2(10)2(10)2(10)2 20 -7 Body
5A and 5AA

Shadow Akihiko's 5A and 5AA and identical to the Normal-type's.


5AAA
  • Autocombo continues for another three hits.

Akihiko can continue the autocombo by darting around and knocking his opponent around a few times on either side of the opponent. Cross-up protection means they don't have to block each hit in the correct direction, but OMC can make them think about it. It's an option, but Akihiko is better off saving that meter for SB Ducking instead.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 All 5 2 11 -2 Body
  • Does not hit low
  • Inputting 5A after 2A will chain into 5AA
  • Chains into itself up to 2 times in a row, even on whiff
  • Jump cancelable on hit or block

Functionally identical to 5A, except crouching and with a little more disadvantage on block. 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.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200 All 6 3(3)3 20 -4 Body
  • Dash cancellable on connect, -3 on block on both hits.

Double punch to the body. 5B is typically a combo starter and/or tool used regularly in BnBs. This is due to how easy it is to combo into, its ability to lift the opponent into the air on air hit for certain combos, and because of the 2-hit making hit-confirming easy. The main downside is that it has essentially no range, of course.

Like most other dash cancellable normals, the dash cancel frame advantage is good enough to go for a throw or pressure extension, but mostly only on a conditioned opponent.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 Air Unblockable 7 3 27 -15 Body 5~9 H
  • Universal anti-air.

Akihiko does an uppercut for his anti-air. It has poor horizontal range, but when compared to many other 2B buttons in the cast, it makes up for it very well in its speed, generous head invuln frames, and the damage potential on Counter Hit.

If this hits as an air CH, 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.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 2 11 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300×2 High 9 3(3)3 15 Head

All Out Attack

5A+B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5AB (Lv0) 300 High 30 2 7+24L -14 Body 10~31 Guard Strike
5AB (Lv1) 300 High 29 2 7+24L -14 Body 9~30 Guard Strike
5AB (Lv2) 300 High 28 2 7+24L -14 Body 8~29 Guard Strike
5AB (Lv3) 300 High 27 2 7+24L -14 Body 7~28 Guard Strike
5AB (Lv4) 300 High 26 2 7+24L -14 Body 6~27 Guard Strike
5AB (Lv5) 300 High 25 2 7+24L -14 Body 5~28 Guard Strike
  • Universal overhead
  • Cyclone move

Akihiko jumps up and slams his hand down. This All Out Attack also counts as a Cyclone move, reducing the start-up on the guardpoint and attack itself by a frame each per level to make it a little more useful of a mix-up 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.

Sweep

2A+B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2AB (Lv0) 700 Low 13 5 20 -8 Foot 4~17 C
2AB (Lv1-5) 700+(50×Lv) Low 13 5 18 -6 Foot 4~17F C
  • Akihiko's low.
  • Cyclone move; can be chained into, but cannot be chained out of except to supers unless it was the string starter.
    • Has forward momentum and floats the opponent higher in accordance with Cyclone levels.

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.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Lv0: 1300
Lv1: 1400
Lv2: 1500
Lv3: 1600
Lv4-5: 1700
High 25 [30] 5 19 [14] -5 [0] Body Persona 1~Until Active All
  • Numbers in brackets [ ] represent data for charged 5[C]
  • Dash cancellable on hit or block, -3 on block.
  • Knocks down the opponent on hit.
  • Ground bounces on Counter Hit.
  • Cyclone move; generally a Cyclone chain ender.

Akihiko calls on Caesar to swipe downwards with his sword. Decent range, and can be charged, though this only improves the frame advantage to 0 on block at the cost of start-up. Has its basic uses as an overhead but with incredibly lacking reward, even with Cyclone levels without an OMC or CH. Also sees use as a frame trap tool at ranges where Akihiko can't reach with his normals or rekka punches.

If Caesar is displaced from Akihiko from 5D/2D/j.D, this move will start from Caesar's position, not Akihiko's. Can be done to hit the opponent from behind in some situations, or offscreen where they can't easily contest him.

Akihiko can into good and easy damage on Counter Hit with a dash cancel into a basic j.B loop.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Lv0: 0, (100+10×Lv)×6, (1000+100×Lv) Throw 19 4 27 Body Persona 1~Until Active All
Persona 17~26 Head
  • Anti-air throw.
  • Applies Silence on connect.
    • Each Cyclone level increases Silence duration.

Caesar shocks the opponent before slamming them down for a ground bounce. Can be used to grab opponents out of the air in some situations such as after displacing Caesar, but is much riskier than just going for a 2B as it is slower, only Caesar has any kind of invuln, and yields less reward in comparison so it is not recommended. An amazing use for 2C, on the other hand, is ending juggle combos as the status it applies can allow Akihiko to go for okizeme afterwards without the threat of (some) wake-up Furious Actions, Defensive Burst, and other Persona-reliant reversal options.

If Aki has meter, 2C can also easily cancel into Cyclone Upper (236236A/B) in the corner, or Maziodyne (214214C) anywhere.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1600+(100×Lv) High 28 4 29+10L Head Persona 1~Until Active All

5D, 2D, j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D Pulls on 24 Total 29
2D Pulls on 24 Total 29
j.D Pulls on 24 Total 48
  • Displaces Caesar.
  • Opponent gravitates towards Caesar while active, and Caesar has projectile armor when active.1
  • The pull for all versions of this move can be delayed by holding [D]. If held for too long, Caesar will disappear without pulling.

After a short delay, Caesar pulls the opponent towards himself for the duration of the normal. All Versions are vital tools to use against 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 (i.e., multiple reps of A Hook > A Sonic, or resetting pressure from Weave to more normals without needing the corner).

1: When active (and not during the move's startup), Caesar will have full projectile super armor and also block projectiles. Lasers will go through him, but single hit projectiles will be nullified.


5D
  • Cyclone move; can Cyclone chain both into and out of this normal.
    • Cyclone levels also increase the potency of the gravity per level.

This is probably the most important D button and the one you will use the most, as Akihiko is able to Cyclone chain both into and out of it with his specials. This gives it great offensive use, as he can potentially keep the pressure on after baiting counter-attacks. Keep in mind that Caesar is a pretty big target, though, so don't throw this out carelessly.

5D is also sometimes used for okizeme after conditioning, to bring in the opponent for pressure or mix-ups after some knockdowns.

Finally, it can be used in certain combo routes such as "Assault Dive loops", to chain together moves that normally would not connect reliably or at all, thanks to the gravitational pull.


2D

Same move as 5D, except Akihiko is crouching while summoning Caesar. Potentially good for ducking some projectiles while getting this move out (i.e. versus Sho/Minazuki high knives).


j.D

Like 5D and 2D, but taken in a bold direction: you're aerial. Caesar, 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. Potentially worth avoiding.

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Lv0: 0, 200×3
Lv1-5: 0, 200×4
Throw (70) 5 3 25 Throw
  • Leaves opponent standing on connect.
  • Counts as a Cyclone move.
    • Any Cyclone move can be used after a successful throw.
    • Throw has different effects at different Cyclone levels
    • Using throw during a Cyclone string will cause it to have Fatal recovery.

Akihiko's Ground Throw, which has shorter range than most others but also has its own unique quirks. 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 to basic rekkas into a Corkscrew (6A/B).
  • Levels 3 and 4 are much more interesting, send the opponent into the air at an angle that allows you to follow up with Sonic Punch (8A/B), and in turn decent damage combo.
  • Level 5 sends the opponent straight upwards into the air for a good conversion too.

One of the best ways to land Akihiko's throw is after a Ducking (236C/D or 6C/D) to get closer to the opponent to land a throw, either mid pressure sequence or as a reset on grounded opponents. This is decent, but also beware that Akihiko's throw has Fatal Recovery if it is used in a Cyclone string, so opponents who avoid or challenge the mix-up can punish him big time.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1600 Throw 4 3 19 Throw

Double Uppercut

B+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD (Lv0) 600×2 All 10 3(4)3 38 -24 Body 1~16 All
BD (Lv1) 600×2 All 9 3(4)3 38 -24 Body 1~15 All
BD (Lv2) 700×2 All 9 3(4)3 38 -24 Body 1~15 All
BD (Lv3) 700×2 All 8 3(4)3 38 -24 Body 1~14 All
BD (Lv4) 800×2 All 8 3(4)3 38 -24 Body 1~14 All
BD (Lv5) 800×2 All 7 3(4)3 38 -24 Body 1~13 All
  • Counts as a Cyclone move; is basically an ender, will consume all currently held gauge unless cancelled into super.
    • Start-up and damage decreases, but launch height and untechable time increases as Cyclone level increases.

Akihiko's DP also happens to be a Cyclone move! Lacks range, but also has some tricks up its sleeve akin to his Ground Throw:

At Level 0, this merely sends the opponent into the air with the opportunity to air tech, but on CH can be converted into a combo with a microdash 5A. Levels 1-5 don't allow the opponent to air tech and send them further into the air each level. The latter is most typically used later in combos as a way for Akihiko to link back into his autocombo for meter or a different route, or reset his Cyclone level to go for more optimized triple supers if in the corner.

No matter the level, you can only cancel either hit of this into his supers, but cancelling a blocked DP into Thunder Fists is a perfect way to make it safe and take your turn, functioning as a sort of DP > RC.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 27 -13 B 1~21 Guard All

Skill Attacks

Kill Rush

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 100×4, 500 All 11~15 1{(2)1}×3(3)3 24 -4 Body
236B 120×6, 500 All 21~26 1{(2)1}×5(3)3 28 -8 Body
236AB 140×10, 500 All 11 1{(2)1}×9(3)3 28 -8 Body
  • Is a Cyclone move, but cannot be cancelled into from Cyclone moves, it only functions as a string starter.
  • Punch flurry only comes out when close to the opponent.
  • Can cancel into follow-ups from 8F during recovery.
  • Fatal recovery on B and SB versions.
  • Sometimes abbreviated to just "KR".

Akihiko rushes forward and delivers a flurry of punches. After the punches land, this can cancel into any of his other Cyclone moves. This special series functions as some ground combo filler that can also potentially get him to some big damage, or also help him get even closer to extend pressure on block. The latter use is a little volatile though, as pressure coming off of Kill Rush is particularly vulnerable to and punishable by Instant Blocking into options such as Furious Action.

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 command 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 fat punish. Use with caution, but it is still a valuable tool.


236A
  • Uniquely resets Akihiko's Cyclone level if used during Shadow Frenzy.

This version has short startup, but travels the least distance and does the least damage. Used for a gapless string into Kill Rush either on block or in basic combos.


236B
  • Forces Fatal Counter on Counter Hit.
  • Fatal Recovery

Similar to the A version in concept, but longer startup and travels further, even at point blank. The start-up makes it lack use in combos without coming off from a Counter Hit or crouching hit. B Kill Rush is also a Fatal starter, so if you can manage to get the jump on an opponent with a read as they're trying to keep you out in neutral, you can reap massive rewards. Be careful though, as the Fatal recovery also means that the same thing can be done back to you if you are just randomly throwing it out.

Staple part of Akihiko's crouch confirms, as 236B combos from Akihiko's 5B on crouching hit. 236B also inherently has more hitstun than the A version, allowing Akihiko to go into B Boomerang Hook on standing hit for an extended rekka combo, or build extra Cyclone gauge in the middle of his crouch confirm.


236A+B
  • Fatal Recovery

The SB version is just as nice as you would expect. It deals the most damage, travels the most distance with the same startup and also same recovery on whiff as the A version, and shares the same amount of hitstun as the B version, but combos from more moves. Very useful combo glue.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300 300 1000 3
236B 300 300 1000 3
236AB 800 300 1000 3

236A:

  • Akihiko only attacks 4F after getting within range
  • If opponent is not within range after 12F, total duration is 23F
  • Can cancel into follow ups from 8F during recovery


236B:

  • Akihiko only attacks 4F after getting within range
  • If opponent is not within range after 22F, total duration is 33F
  • Can cancel into follow ups from 8F during recovery
  • Fatal Counter
  • Fatal Recovery


236AB:

  • Akihiko only attacks 4F after getting within range
  • If opponent is not within range after 15F, total duration is 26F
  • Can cancel into follow ups from 8F during recovery
  • Fatal Recovery

Boomerang Hook

4A/B after Cyclone Move

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Cyclone > 4A 500-750 All 13 3 18 -6 Body
Cyclone > 4B 600-900 All [Unblockable] 21 [41] 3 15 +4 Body
Cyclone > 4AB 800-1200 All 23 3 26 +1 Body 1-25 Guard Strike
  • Only accessible from Cyclone moves; cannot be used raw.
  • All versions force Fatal Counter on Counter Hit
  • Often referred to as just "Hook"

A hook punch. From juggling, to combo filler, to pressure; this move does a lot.


4A

This 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.


4B
  • Has incredibly high SMP.

This version is slower, but is plus on block, and thus serves as both a frame trap and pressure reset opportunity for Akihiko. 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 from a juggle combo. Once you've made them respect your A version delay, use the B version to change things up and gain some serious advantage.

Avoid using this more than once in a combo though, as the SMP is simply horrid.

4[B]
  • Performed by holding down [B].
  • This version's data is brackets [ ]
  • Incredibly high P1 (starter) proration, however has zero P2 (mid-combo) proration.
  • Technically is not a different move from 4B, so will incur SMP when used with 4B in a combo.

B Hook can also be charged to become unblockable, but is VERY slow and reactable in such a situation. After some combo routes, it can potentially be used as a meaty unblockable to catch an opponent off-guard, though.

If you do open up an opponent with unblockable B Hook, the starter scaling is only about as good as a throw starter. If paired with the crumple at level 3, Akihiko can at least get damage close to his throw combo damage off of it with the juggle potential.

Absolutely amazing mid-combo when possible, as it's essentially just free damage since it does not increase the proration tally at all.


4A+B
  • Has incredibly high SMP.

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 guard point throughout the entire start-up and active frames, making it also a great option for opponents who try to mash or DP out of pressure and may reward Akihiko with a Fatal starter.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
Cyclone > 4A 500 100 400 3
Cyclone > 4B 500 [1000] 100 [0] 1000 5
Cyclone > 4AB 500 100 1000 5

Cyclone > 4A:

  • Fatal Counter
  • Damage depends on Cyclone Level. Lv1: 500, Lv2-3: 600, Lv4-5: 750
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 17 (29), Lv3-4: 19 (31), Lv5: 21 (33)
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 17 (37), Lv3-4: 19 (39), Lv5: 21 (41)


Cyclone > 4B:

  • Fatal Counter
  • Hold button to charge
  • Values in [] are when charged
  • Damage depends on Cyclone Level. Lv1: 600, Lv2-3: 720, Lv4-5: 900
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 22 (29), Lv3-5: Crumple 86
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 29 (49), Lv3-4: 34 (54), Lv5: 39 (59)


Cyclone > 4AB:

  • Fatal Counter
  • Damage depends on Cyclone Level. Lv1: 800, Lv2-3: 960, Lv4-5: 1200
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 25 (37), Lv3-5: Crumple 86
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 32 (52), Lv3-4: 37 (57), Lv5: 42 (62)

Corkscrew

6A/B after Cyclone Move

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Cyclone > 6A 1000-1500 All 6 6 34 -18 Body
Cyclone > 6B 1200-1800 All 9 6 40 -24 Body
Cyclone > 6AB 1200-1800 All 15 6 34 -18 Body 1~18 All
  • All versions force Fatal Counter on Counter Hit; Level 5 versions force Fatal Counter on normal hit.
  • Often referred to as just "Cork".

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.


6A

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.


6B

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.


6A+B
  • Has invincibility through start-up and some active frames.

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 Counter Hit for Level 1 and 2 increases the spin duration.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
Cyclone > 6A 0 2000 50 5
Cyclone > 6B 0 2000 50 5
Cyclone > 6AB 1400 100 1900 5

Cyclone > 6A:

  • Fatal Counter
  • Fatal Recovery
  • Level 5 is has Counter Hit properties even on normal hit
  • Akihiko immediately enters 36F recovery on hit/block
  • Damage depends on Cyclone Level. Lv1: 1000, Lv2-3: 1200, Lv4-5: 1500
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-4: 36 + Slide 27 (56 + Slide 27), Lv5: 56 + Slide 27 + WBounce 60


Cyclone > 6B:

  • Fatal Counter
  • Fatal Recovery
  • Opponent expereinces only 6F hitstop on Hit and Counter hit
  • Akihiko immediately enters 42F recovery on hit/block
  • Level 5 is has Counter Hit properties even on normal hit
  • Damage depends on Cyclone Level. Lv1: 1200, Lv2-3: 1440, Lv4-5: 1800


Cyclone > 6AB:

  • Fatal Counter
  • Fatal Recovery
  • Opponent experiences only 5F hitstop on Hit and Counter hit
  • Akihiko immediately enters 36F recovery on hit/block
  • Level 5 is has Counter Hit properties even on normal hit
  • Damage depends on Cyclone Level. Lv1: 1200, Lv2-3: 1440, Lv4-5: 1800
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: Spin 42 (Spin 57), Lv3-4: Launch, Lv5: Crumple 86

Sonic Punch

8A/B after Cyclone Move

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Cyclone > 8A 500-750 All 13 4 18 -7 Body 4~12 H
Cyclone > 8B 600-900 All 21 4 26 -13 Body 4~20 H
Cyclone > 8AB 800-1200 All 23 4 20 -4 Body 1~26 H
  • All versions force Fatal Counter on Counter Hit
  • B and SB versions has unbelievably poor SMP.
  • Often referred to as just "Sonic".

A punch upwards, that serves as pressure filler and a potential alternate anti-air option for Akihiko, although the latter is not recommended as it's still prone to trades. Links into and from Boomerang Hook easily for basic rekka pressure.


8A
  • Has mid-startup head invuln that ends before active frames.

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.


8B
  • Has mid-startup head invuln that ends before active frames.
  • Has incredibly high SMP.

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.

Avoid using this more than once per combo when possible, because it has poor scaling when used in such a way.


8A+B
  • Has head-attribute invulnerability all throughout start-up and active frames.

The SB version is similar to the B version except it always sends the opponent into the air regardless of your Cyclone level, travels faster, and sends them a bit further away, at the cost of start-up. Also has significantly safer frame advantage on block.

The fact that it always launches on hit means Akihiko can get juggles started mid-combo without needing high Cyclone first, typically with 5B > 236B > 8A+B on crouching hit, which lets him lead into amazing reward for his normal hit crouch confirms.

Similar to the B version, don't try to use this more than once per combo, although you can use one B version and one SB version each in a combo to circumvent the terrible SMP, yet still benefit from the juggle potential.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
Cyclone > 8A 500 100 400 3
Cyclone > 8B 500 100 1000 4
Cyclone > 8AB 500 100 1000 4

Cyclone > 8A:

  • Fatal Counter
  • Damage depends on Cyclone Level. Lv1: 500, Lv2-3: 600, Lv4-5: 750
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 15 (27), Lv3-4: 17 (29), Lv5: 19 (31)
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 21 (41), Lv3-4: 25 (45), Lv5: 29 (49)


Cyclone > 8B:

  • Fatal Counter
  • Damage depends on Cyclone Level. Lv1: 600, Lv2-3: 720, Lv4-5: 900
  • Hitstun depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 17 (Launch), Lv3-5: Launch
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 34 (54), Lv3-4: 44 (64), Lv5: 54 (74)


Cyclone > 8AB:

  • Fatal Counter
  • Damage depends on Cyclone Level. Lv1: 800, Lv2-3: 960, Lv4-5: 1200
  • Untech depends on Cyclone Level. Values in () are for Counter Hit. Lv1-2: 37 (2957 Lv3-4: 47 (67), Lv5: 57 (77)

Ducking

236C/D or 6C/D after Cyclone Move

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C - - - Total 25 - 1~14 Low Profile
7~10 Very Low Profile
236D Total 40 1~22 Low Profile
9~16 Very Low Profile
236CD Total 22 1-14 Low Profile, 7-10 Very Low Profile
  • All versions shrink Akihiko's hurtbox low to the ground during the earlier halves of the move (AKA "Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.")
  • Often referred to as just "Duck".

Akihiko does a short command dash forwards, as one of his evasive maneuvers. It can low profile 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. Obviously, it's weak to moves that hit low to the ground.

Ducking is used for various things, such as going under pokes in neutral and under some moves on defense when there is a sizable gap, or to stay close to an opponent during pressure when some of Aki's specials push him out, and also threaten a strike/throw/shimmy mix-up almost any time during his pressure due to Cyclone chaining.

It also allows him to stay close to the opponent during combos, and increase the Cyclone level at the same time so follow-ups have better properties and deal more damage, thus is vital to all of Akihiko's stronger combos.


236C / 6C
  • Cancellable into other Cyclone moves after 13F

C version has the faster but shorter low profile window, cancels into other Cyclone moves the fastest, and has a shorter overall duration. This is typically the version you'll be using more often for tick throws, and in most combos to buff Cyclone level and stay close for extensions. Also sees some use on defense in certain match-ups to low profile gaps in pressure and potentially score Fatal Counters as a result.


236D / 6D
  • Cancellable into other Cyclone moves after 20F
  • Distance increases in accordance with Cyclone levels

D version has a longer low profile window and travels further, but also can only cancel into Cyclone moves later and has a longer recovery / duration. Doesn't see quite as much use as C Duck, but when it is used, it's mostly in neutral to go under moves from much further away to get in closer in one fell swoop, and in midscreen juggles to continue the combo due to launch and juggle angles.


236C+D / 6C+D
  • Cancellable into other Cyclone moves after 13F
  • Can pass through the opponent in the middle of the move

The SB version is similar to the C version with just slightly less recovery, but it also can allow Akihiko to travel through the opponent if they aren't in the corner, allowing for deadly cross-ups thanks to its speed.

However, when doing a follow-up out of this cross-up, the game will read the direction of your input as if it were done before the cross-up. For example, if you want to do Boomerang Hook (4A/B) after this, you would technically press 6A/B once on the other side. This input inconsistency is resolved once you go for your next Cyclone move.

Notes on mix-up speed: Cannot cancel SB Duck for 12F + 13F start-up Hook / Sonic = Fastest cross-up mix is 25F.

Weaving/Webbing

214C/D or 4D/D after Cyclone Move

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C Total 24 1-24~ Low Profile
214D Total 41 1~41 Low Profile
214CD Total 41 1~41 Low Profile
5~16 All
  • Often referred to as just "Weave".

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.

Closeout Blow

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A Total 33 See notes
214B Total 54 4~27 Guard Strike
214AB Total 43 2~31 Guard Strike
  • Parry frames: 1-22F invincibility, 34F total (Meter gained on 22F)
  • Counter Hit state during recovery
  • Often referred to as just "Parry".

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214A
214B
214AB

214A:

  • Guards High and Mid attacks
  • On successful guard, immediately cancels into A Corkscrew
  • Autoguard properties depends on Cyclone Level. Lv0-1: 4~15 Guard Strike, Lv2-3: 3~14 Guard Strike, Lv4: 2~13 Guard Strike, Lv5: 2~12 Guard Strike


214B:

  • Guards High and Mid attacks
  • On successful guard, immediately cancels into 34F thumbs up animation
  • Thumbs up animation is fully invulnerable 1~22F, and can cancel into all Cyclone followups
  • At Cyclone level 1/2/3/4/5, gains 15/30/45/45/70 SP during Thumbs up animation


214AB:

  • Guards all attacks excepts Throws
  • On successful guard, immediately cancels into 34F thumbs up animation
  • Thumbs up animation is fully invulnerable 1~22F, and can cancel into all Cyclone followups
  • At Cyclone level 1/2/3/4/5, gains 40/55/70/70/100 SP during Thumbs up animation

Assault Dive

j.214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.214A (600-900)×2 All 10 Until L+4,2 30 -15 Head, Body
j.214B (800-1200)×2 All 22 Until L+4,2 30 -15 Head, Body
j.214AB (800-1200)×2 All 10 Until L,6 30 -15 Head, Body
  • Is a Cyclone move; damage increases with Cyclone level.
  • Counter Hit recovery
  • Often referred to as just "Dive".

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
j.214A 500 100 500 4
j.214B 500 100 500 4
j.214AB 500 100 500 4

j.214A:

  • Damage depends on Cyclone Level. Lv0-1: 600×2, Lv2-3: 720×2, Lv4-5: 900×2
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv0-1: 39 + Down 10 (59 + Down 10), Lv2-4: 39 + Down 15 (59 + Down 15), Lv5: 44 + Down 15 (64 + Down 10)


j.214B:

  • Damage depends on Cyclone Level. Lv0-1: 800×2, Lv2-3: 960×2, Lv4-5: 1200×2
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv0-1: 39 + Down 10 (59 + Down 10), Lv2-4: 39 + Down 15 (59 + Down 15), Lv5: 44 + Down 15 (64 + Down 15)


j.214AB:

  • Damage depends on Cyclone Level. Lv0-1: 800×2, Lv2-3: 960×2, Lv4-5: 1200×2
  • Untech time depends on Cyclone Level. Values in () are for Counter Hit. Lv0-1: 39 + Down 10 (59 + Down 10), Lv2-4: 39 + Down 15 (59 + Down 15), Lv5: 44 + Down 15 (64 + Down 15)

SP Skill Attacks

Cyclone Uppercut

236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A (Lv0) 1000×2 All 4+(33 Flash)+3 3(6)12 22+15L -39 Body 1~14 All
236236A (Lv1-2) 1000, (550-600)×2 All 4+(33 Flash)+3 3(6)4,8 28+15L -45 Body 1~16 All
236236A (Lv3-4) 1000, (350-400)×4 All 4+(33 Flash)+3 3(6)2,2,2,6 36+15L -53 Body 1~16 All
236236A (Lv5) 1000, 3000 All 4+(33 Flash)+3 3(6)12 27+42L -71 Body 1~16 All
236236B (Lv0) 1200, 360×3 All 8+(33 Flash)+4 3(6)4,2,6 23+20L -45 Body 1~20 All
236236B (Lv1-2) 1200, (240-264)×5 All 8+(33 Flash)+4 3(6)2,2,2,3,3 26+20L -48 Body 1~20 All
236236B (Lv3-4) 1200, (240-276)×7 All 8+(33 Flash)+4 3(6)2,2,2,1,1,1,3 33+20L -55 Body 1~20 All
236236B (Lv5) 1200, 216×15 All 8+(33 Flash)+4 3(6)2×8,1×7 61+20L -94 Body 1~20 All
236236AB (Lv0) 1300, 520×2 All 3+(33 Flash)+4 3(6)2(16+15L)2 31+20L -34 Body 1~15 All
236236AB (Lv1-2) 1300, 520×2, (100-200)×2 All 3+(33 Flash)+4 3(6)2(16+10L)6,4,8 22+20L -41 Body 1~15 All
236236AB (Lv3-4) 1300, 520×2, (70-100)×9 All 3+(33 Flash)+4 3(6)2(16+10L)6,2,1×7,3 33+20L -46 Body 1~15 All
236236AB (Lv5) 1300, 520×2, 100×5, 1000×2 All 3+(33 Flash)+4 3(6)2(16+10L)6,2,2,2,3,3(21+24L)9,12 38+42L -73 Body 1~15 All
  • Often referred to as just "Upper".

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A (Lv0) 600 500 50 5
236236A (Lv1-2) 600 500 50 5
236236A (Lv3-4) 600 500 50 5
236236A (Lv5) 600 500 50 5
236236B (Lv0) 600 500 50 5
236236B (Lv1-2) 600 500 50 5
236236B (Lv3-4) 600 500 50 5
236236B (Lv5) 600 500 50 5
236236AB (Lv0) 600 500 50 5
236236AB (Lv1-2) 600 500 50 5
236236AB (Lv3-4) 600 500 50 5
236236AB (Lv5) 600 500 50 5

236236A (Lv0):

  • Minimum damage 300×2 (600)


236236A (Lv1-2):

  • Damage depends on Cyclone Level. Lv1: 1000, 550×2, Lv2: 1000, 600×2
  • Minimum damage Lv1: 300, 165×2 (630). Lv2: 300, 180×2 (660)


236236A (Lv3-4):

  • Damage depends on Cyclone Level. Lv3: 1000, 350×4, Lv4: 1000, 400×4
  • Minimum damage Lv1: 300, 105×4 (720). Lv2: 300, 120×4 (780)


236236A (Lv5):

  • Minimum damage 300, 900 (1200)


236236B (Lv0):

  • Minimum damage 360, 108×3 (684)


236236B (Lv1-2):

  • Damage depends on Cyclone Level. Lv1: 1200, 240×5, Lv2: 1200, 264×2
  • Minimum damage Lv1: 360, 72×5 (720). Lv2: 360, 79×5 (755)


236236B (Lv3-4):

  • Damage depends on Cyclone Level. Lv3: 1200, 240×7, Lv4: 1200, 276×7
  • Minimum damage Lv3: 360, 72×7 (864). Lv4: 360, 82×7 (934)


236236B (Lv5):

  • Minimum damage 360, 64×15 (1320)


236236AB (Lv0):

  • Minimum damage 390, 156×2 (702)


236236AB (Lv1-2):

  • Damage depends on Cyclone Level. Lv1: 1300, 520×2, 100×2 Lv2: 1300, 520×2, 200×2
  • Minimum damage Lv1: 390, 156×2, 30×2 (762). Lv2: 390, 156×2, 60×2 (822)


236236AB (Lv3-4):

  • Damage depends on Cyclone Level. Lv3: 1300, 520×2, 70×9, Lv4: 1300, 520×2, 100×9
  • Minimum damage Lv3: 390, 156×2, 21×9 (891). Lv4: 390, 156×2, 30×9 (972)


236236AB (Lv5):

  • Minimum damage Lv3: 390, 156×2, 30×5, 300×2 (1452)

Thunder Fists

Persona Required 236236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C Total 4+(40 Flash)+8 1~4 All
236236D Total 4+(60 Flash)+23 1~14 All
236236CD 1000 All 4+(60 Flash)+4 3 Total 41 -18 Projectile 1~4 All

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C
236236D
236236CD 600 500 2000 3

236236C:

  • Akihiko's punches inflicts shock on hit or block while Thunder Fist is in effect
  • Removes shock on Akihiko on startup


236236D:

  • Akihiko's punches inflicts shock on hit or block while Thunder Fist is in effect
  • Removes shock on Akihiko on startup


236236CD:

  • Akihiko's punches inflicts shock on hit or block while Thunder Fist is in effect
  • Removes shock on Akihiko on startup
  • Inflicts shock on hit
  • Minimum damage 300

Awakened SP Skill Attacks

Maziodyne

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C (Lv0) 200, 100×15 All 4+(40 Flash)+17 1{(1)1}×15 Total 118 -53 Projectile 1~43 All
214214C (Lv1-4) (120-160)×32 All 4+(40 Flash)+17 1{(1)1}×31 Total 118 -35 Projectile 1~43 All
214214C (Lv5) 200, 100×39 All 4+(40 Flash)+17 1{(1)1}×39 Total 118 -5 Projectile 1~43 All
214214D (Lv0) 200, 100×15 All 4+(37 Flash)+25 1{(1)1}×15 Total 111 -34 Projectile 1~66 All
214214D (Lv1-4) (120-160)×32 All 4+(37 Flash)+25 1{(1)1}×31 Total 111 -6 Projectile 1~66 All
214214D (Lv5) 200, 100×39 All 4+(37 Flash)+25 1{(1)1}×39 Total 111 0 Projectile 1~66 All
214214CD (Lv0) 200, 100×23 All 4+(36 Flash)+21 1{(1)1}×23 Total 122 -37 Projectile 1~47 All
214214CD (Lv1-4) (112-136)×40 All 4+(36 Flash)+21 1{(1)1}×39 Total 122 -5 Projectile 1~47 All
214214CD (Lv5) 200, 100×47 All 4+(36 Flash)+21 1{(1)1}×47 Total 122 +11 Projectile 1~47 All

Akihiko summons Caesar 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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214C (Lv0) 0 1500 50 3
214214C (Lv1-4) 0 1500 50 3
214214C (Lv5) 0 1500 50 3
214214D (Lv0) 0 1500 50 3
214214D (Lv1-4) 0 1500 50 3
214214D (Lv5) 0 1500 50 3
214214CD (Lv0) 0 1500 50 3
214214CD (Lv1-4) 0 1500 50 3
214214CD (Lv5) 0 1500 50 3

214214C (Lv0):

  • Minimum damage 60, 30×15 (510)


214214C (Lv1-4):

  • Damage depends on Cyclone Level. Lv1: 120×32, Lv2: 140×32, Lv3: 150×32, Lv4: 160×32
  • Minimum damage Lv1: 36, 18×31 (594). Lv2: 42, 21×31 (693). Lv3: 45, 22×31 (727). Lv4: 48, 24×31 (792).


214214C (Lv5):

  • Minimum damage 42, 21×39 (861)


214214D (Lv0):

  • Minimum damage 60, 30×15 (510)


214214D (Lv1-4):

  • Damage depends on Cyclone Level. Lv1: 120×32, Lv2: 140×32, Lv3: 150×32, Lv4: 160×32
  • Minimum damage Lv1: 36, 18×31 (594). Lv2: 42, 21×31 (693). Lv3: 45, 22×31 (727). Lv4: 48, 24×31 (792).


214214D (Lv5):

  • Minimum damage 42, 21×39 (861)


214214CD (Lv0):

  • Minimum damage 48, 24×23 (600)


214214CD (Lv1-4):

  • Damage depends on Cyclone Level. Lv1: 112×40, Lv2: 120×40, Lv3: 128×40, Lv4: 136×40
  • Minimum damage Lv1: 33, 16×39 (657). Lv2: 36, 18×39 (738). Lv3: 38, 19×31 (779). Lv4: 40, 20×39 (820).


214214CD (Lv5):

  • Minimum damage 38, 19×47 (931)

Instant Kill

Earth Breaker

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. Unblockable 17+(54 Flash)+114 81 96 Projectile 1~256 All

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.

Colors


External References

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 Akihiko Sanada



To edit frame data, edit values in P4U2R/Akihiko Sanada/Data.