Persona 4 Arena/Akihiko Sanada: Difference between revisions

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=== Tips and Tricks ===
=== 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.
--[[User:Patrick Escudero|Patrick Escudero]] 15:42, 21 September 2013 (UTC)


=== Combos ===
=== Combos ===

Revision as of 11:42, 21 September 2013

Persona 4 ArenaP4ALogo.png

Akihiko Sanada

P4a akihiko sanada face.jpg

TBW


In a nutshell TBW

Move List

Furious Action

Name
Command
Damage
Special Properties
Double Uppercut
sa + spa
900 (2 hits)

Skills

  • Note that all skills add one charge to the Wind Combo Counter.
Name
Command
Damage
Special Properties
Kill Rush (weak)
qcf + wa
750 (5 hits)
Kill Rush (strong)
qcf + sa
920 (7 hits)
Kill Rush (boost)
qcf + wa + sa
1,270 (11 hits)
Dodge Strike (weak)
qcb + wa
0
counter
Dodge Strike (strong)
qcb + sa
0
counter
Dodge Strike (boost)
qcb + wa + sa
0
counter
Assault Dive (weak)
air qcb + wa
900 (2 hits)
Assault Dive (strong)
air qcb + sa
1,200 (2 hits)
knockdown
Assault Dive (boost)
air qcb + wa + sa
1,200 (2 hits)
   Corkscrew (weak)
any wind combo --- f + wa
1 wind charge: 1,400
2 wind charges: 1,540
3 wind charges: 1,680
knockdown at 1 and 2 wind charges
wallbounce at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
   Corkscrew (strong)
any wind combo --- f + sa
1 wind charge: 1,600
2 wind charges: 1,760
3 wind charges: 1,920
knockdown at 1 and 2 wind charges
wallbounce at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
   Corkscrew (boost)
any wind combo --- f + wa + sa
1 wind charge: 1,600
2 wind charges: 1,760
3 wind charges: 1,920
knockdown
Wind charges affect knockdown height
Can only be used when Akihiko
has wind combo counter charges
   Boomerang Hook (weak)
any wind combo --- b + wa
1 wind charge: 600
2 wind charges: 750
3 wind charges: 900
crumple at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
   Boomerang Hook (strong)
any wind combo --- b + sa
1 wind charge: 800
2 wind charges: 1,000
3 wind charges: 1,200
can be charged to become unblockable
crumple at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
   Boomerang Hook (boost)
any wind combo --- b + wa + sa
1 wind charge: 1,000
2 wind charges: 1,250
3 wind charges: 1,500
crumple at 3 wind charges
Can only be used when Akihiko
has wind combo counter charges
   Duck (weak)
any other wind combo skill
--- f + wpa
0
   Duck (strong)
any other wind combo skill
--- f + spa
0
   Duck (boost)
any other wind combo skill
--- f + wpa + spa
0
Can dash through opponent
   Weave (weak)
any other wind combo skill
--- b + wpa
0
   Weave (strong)
any other wind combo skill
--- b + spa
0
   Weave (boost)
any other wind combo skill
--- b + wpa + spa
0
Duck (weak)
qcf + wpa
0
Duck (strong)
qcf + spa
0
Duck (boost)
qcf + wpa + spa
0
Can dash through opponent
Weave (weak)
qcb + wpa
0
Weave (strong)
qcb + spa
0
Weave (boost)
qcb + wpa + spa
0

SP Skills

Name
Command
Damage
Special Properties
Cyclone Uppercut (weak)
qcf qcf + wa
0 wind charges: 2,100 (2 hits)
1 wind charge: 2,500 (3 hits)
2 wind charges: 2,700 (8 hits)
3 wind charges: 3,400 (15 hits)
Cyclone Uppercut (strong)
qcf qcf + sa
0 wind charges: 2,400 (2 hits)
1 wind charge: 2,800 (3 hits)
2 wind charges: 3,000 (8 hits)
3 wind charges: 3,700 (15 hits)
Thunder Fists (weak)
qcf qcf + wpa
0
Enhancement Skill
All non-Persona attacks deal chip
all non-Persona attacks inflict Shock
Akihiko is immune to Shock
ends when Akihiko takes damage
Thunder Fists (strong)
qcf qcf + spa
0
Enhancement Skill
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

Name
Command
Damage
Special Properties
Maziodyne
qcb qcb + wpa or spa
0 wind charges: 1,700 (16 hits)
1 wind charge: 2,040 (24 hits)
2 wind charges: 2,215 (32 hits)
3 wind charges: 2,760 (65 hits)

Instant Kill

Name
Command
Damage
Special Properties
Earth Breaker
d , d , d + wpa + spa
n/a
17,681
unblockable
vacuum effect

Palettes

Akihiko

Akihiko-palettes.png

Caesar

Caesar-palettes.png

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

Advanced Strategy