
Akihiko Sanada
TBW
In a nutshell
TBW
Move List
Furious Action
Skills
- Note that all skills add one charge to the Wind Combo Counter.
2 wind charges: 1,540
3 wind charges: 1,680
wallbounce at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
2 wind charges: 1,760
3 wind charges: 1,920
wallbounce at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
2 wind charges: 1,760
3 wind charges: 1,920
Wind charges affect knockdown height
Can only be used when Akihiko
has wind combo counter charges
2 wind charges: 750
3 wind charges: 900
Can only be used when Akihiko
has wind combo counter charges
2 wind charges: 1,000
3 wind charges: 1,200
crumple at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
2 wind charges: 1,250
3 wind charges: 1,500
Can only be used when Akihiko
has wind combo counter charges
--- f + wpa
--- f + spa
--- f + wpa + spa
--- b + wpa
--- b + spa
--- b + wpa + spa
SP Skills
1 wind charge: 2,500 (3 hits)
2 wind charges: 2,700 (8 hits)
3 wind charges: 3,400 (15 hits)
1 wind charge: 2,800 (3 hits)
2 wind charges: 3,000 (8 hits)
3 wind charges: 3,700 (15 hits)
All non-Persona attacks deal chip
all non-Persona attacks inflict Shock
Akihiko is immune to Shock
ends when Akihiko takes damage
All non-Persona attacks deal chip
all non-Persona attacks inflict Shock
Akihiko is immune to Shock
ends when Akihiko takes damage
Awakened SP Skills
1 wind charge: 2,040 (24 hits)
2 wind charges: 2,215 (32 hits)
3 wind charges: 2,760 (65 hits)
Instant Kill
17,681
vacuum effect
Palettes
Akihiko
Caesar
Mission Mode
Strategy
Tips and Tricks
Weave (weak) can be used to build SP while opponent is idle.
Duck and Weave can be linked together continuously to build Wind Gauge before attacking, allowing for creative combos.
Cyclone Uppercut can be combo'd together up to three times. This tactic is situational, however, so use caution.
Akihiko's grab can be combo'd into any of his wind combo attacks, allowing for even the use of an SP skill such as Cyclone Uppercut immediately following the grab.
Only Dodge Strike (boost) can counter low attacks. Keep this in mind, especially fighting a character who is prone to using sweeps or lows.
Double Uppercut can be chained into both Cyclone Uppercut and Maziodyne. It is unconfirmed, however, whether additional levels of Wind Gauge add damage to Double Uppercut.
--Patrick Escudero 15:42, 21 September 2013 (UTC)
Combos
Basic Strategy
With the second highest health in the game, 10000, Akihiko can take many risks and make many mistakes during a round. His damage output, especially with players experienced in using his Wind Gauge, is also extremely high in short bursts. His All-Out Rush alone can deal above 2000, and can rival most SP skills in the game. When playing Akihiko, use the Wind Gauge creatively to disable opponents and cause massive damage very quickly.
When beginning a match, most opponents will expected a Kill Rush and either counter or block. If you suspect a counter, Weave instead (which can be followed up with a Corkscrew if the opponent does in fact attack). If the opponent blocks, on the other hand, Akihiko has very good switch-ups that allow for a short pressure game before breaking through. Both his sweep and All-Out Rush can be combo'd from his Kill Rush, forcing the opponent to pay close attention to which you may use. If you suspect the opponent will block either one, using Boomerang Hook (strong) fully charged will break any defense, but only if the opponent is caught off guard. As a fight continues, make good use of telegraphed attacks by using Akihiko's Dodge Strike and both Duck and Weave. Duck and Weave can both avoid projectiles for a short period, even dashing through Naoto's last bullet for a quick counter or Narukami's Zio. When in Awakening, Akihiko can quickly make a comeback with one well placed counter. Rushing opponents or long range opponents, specifically Yosuke and Naoto, are especially vulnerable to Maziodyne counters.
--Patrick Escudero 15:51, 21 September 2013 (UTC)