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Thread: [1.02] Akihiko Sanada - Data Thread "K.O.!"

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    [1.02] Akihiko Sanada - Data Thread "K.O.!"




    Welcome to the thread all about everyone's favorite boxing senpai, Akihiko!

    CONTENTS
    1)Introduction
    1A) Profile
    1B) Status
    1C) Backstory
    1D) Akihiko Player Guide
    1E)Color Palettes
    2) Moveset
    2A) Normals
    2B) Persona Normals
    2C) Misc. Moves
    2D) Specials
    2E) Supers
    2F) Mortal Blow
    3) Character Specific Mechanic Data: Cyclone Gauge
    4) Combos
    5) Misc. Data
    5A)Gatling Tables

    1A) PROFILE
    • Age: 20 (17 at the beginning of P3)
    • Health 10,000
    • Date of Birth: September 22nd, 1991
    • Zodiac: Virgo
    • Height: 175.5 cm (5'8.5")
    • Blood Type: A
    • Initial Persona: Polydeuces
    • Ultimate Persona: Caesar
    • Weapons: Gloves & Knuckles
    • Arcana: Emperor
    1B) STATUS
    1C) BACKSTORY

    Ever since his little sister died in a fire, Akihiko vowed to become stronger. This vow is what causes him to take up boxing, becoming an undefeated champion in the process. He's always eagerly looking for ways to improve and train, often to a fault. However, this eagerness is what drives him to face danger head-on, regardless of how hopeless the situation may be.

    After graduating from Gekkoukan High, Akihiko went to college. He decided, however, to perfect his punch and traveled the world in his pursuit of becoming stronger. Mitsuru sends him an invitation to the P-1 Grandprix, and Akihiko willingly returns to Japan.


    Akihiko Player Guide

    Color Palettes

    Akihiko


    Caesar


    Last edited by Gilgamesh; 08-03-2012 at 04:25 AM.

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    2A) Normals
    Damage
    SP Gain
    P1
    P2 Startup Active Recovery
    Frame Adv
    200
    200
    200
    5
    2
    11
    0
    -
    • Jab with good reach.
    • Pound Combo makes Akihiko rush back and forth around the opponent, finishing with Cyclone Upper if you have the meter.

    Damage
    SP Gain
    P1
    P2 Startup Active Recovery
    Frame Adv
    300
    0
    200
    9
    2
    15
    -2
    • Jab with good reach.
    • Description.

    Damage
    SP Gain
    P1
    P2 Startup Active Recovery
    Frame Adv
    400,200x3
    0
    600
    11
    2(10)1(10)2(10)2
    20
    -7
    -
    • Jab with good reach.
    • Description

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    400,200
    100
    100
    6
    3(3)
    20
    -7
    -
    • A two-hit body blow.
    • Has short range.

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    160
    600
    100
    5
    2
    11
    -2
    • A crouching jab with good range.
    • Doesn't hit low.

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    500
    200
    100
    7
    6
    24
    -15
    • An anti-air uppercut.
    • Jump cancel-able.

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    200
    200
    100
    7
    2
    11
    -
    -
    • A jumping jab with good range.
    • Mashable.

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300,150
    200
    100
    9
    3(3)
    15
    -
    -
    • A two-hit downward punch.


    2B) Persona Normals

    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1500
    300
    100
    25
    5
    19
    -5
    • Caesar brings down his sword.
    • Hits high.

    //
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    29
    -
    • Caesar's globe shines and pulls the enemy towards him.
    • j.D puts Caesar underneath Akihiko.
    • Can be delayed.

    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1600
    0
    100
    28
    4
    29+10(Landing)
    -
    -
    • Caesar swings his sword.
    • Similar to 5C, but covers more space vertically.


    2C) Misc. Moves

    (Throw)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    600
    0
    1400,100
    6
    3
    25
    -
    -
    • Akihiko grabs the opponent and performs a variant of Kill Rush.
    • Can be followed up by Kill Rush combos.

    (Air Throw)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1500
    0
    1000,100
    4
    3
    19
    -
    -
    • Akihiko punches his opponent to the ground beneath him.

    : Double Upper (F-Action)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    600,300
    1000
    200
    9
    3(4)3
    38
    -24
    -
    • Akihiko uppercuts his opponent.
    • Has short range.

    (All-Out Attack)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    0
    1000
    27
    9
    24
    -14
    -
    • An overhead punch with armor.
    • Unsafe on block.

    (Sweep)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    700
    300
    100
    13
    5
    20
    -8
    • A fist sweep that hits low.
    • Resembles Dudley's cr.MK.

    while blocking (Guard Cancel)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Akihiko knocks his opponent away with his 2B.
    • Requires 50 meter.


    2D) Specials
    /: Kill Rush
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    100,50(3),500
    300
    300
    11
    -
    23
    23
    -4
    • Akihiko rushes forward, punching the opponent if he reaches them.
    • Allows Akihiko to follow-up with a variety of different moves.
    • EX: has armor.

    [table="width: 710"][tr][td]/: Closeout Blow[/td][/tr][tr][td]
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    4-12
    30
    -
    -
    • Parries the enemy's attack.
    • Has the same follow-ups as Kill Rush.
    • EX: ???
    [/td][td]

    /: Closeout Blow
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    0
    4-12
    30
    -
    -
    • Parries the enemy's attack.
    • Has the same follow-ups as Kill Rush.
    • EX: ???

    / after Kill Rush: Corkscrew
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1400
    0
    1000
    6
    6
    34
    -18
    -
    • Knocks the opponent away.
    • EX: ???

    / after Kill Rush: Boomerang Hook
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Leaves the opponent standing.
    • Can be followed up by virtually anything except another Kill Rush.
    • EX: ???

    / or / after Kill Rush: Ducking
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    600
    0
    600
    13
    3
    18
    -6
    -
    • A forward command dash.
    • EX: will cross up the opponent.

    / or / after Kill Rush: Weaving
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Dodges projectiles.
    • D version has Akihiko backdash.
    • EX: ???

    /: Assault Dive
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    600,300
    300
    300
    10
    +6 until landing
    30
    -15
    -
    • A divepunch.
    • EX: Akihiko follows up with Kill Rush.


    2E) Supers
    /: Cyclone Upper
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1400,700
    800
    500
    4+5
    3(3)7
    +11
    -25
    -
    • A big uppercut super.
    • The damage and number of hits depends on the Cyclone Gauge.

    /: Thunder Fist
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    10
    -
    -
    • Makes Akihiko's normals paralyze his opponent.
    • Lasts until Akihiko is hit.
    • Requires Persona.

    /: Maziodyne
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    200,100^15
    0
    1500
    1+25
    1(1)(1)(1)1
    63
    -49
    -
    • Fills screen with electricity that paralyzes the opponent.
    • Activates very fast.
    • Requires Awakening and Persona.


    2F) Mortal Blow
    : Earth Breaker
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    KO
    0
    100
    17+106
    81
    91
    -
    -
    • Summons Caesar who holds out his globe which sucks in the opponent.
    • If the opponent touches the globe, they die.
    Attached Images Attached Images
    Last edited by Gilgamesh; 10-07-2012 at 11:40 PM.

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    CYCLONE GAUGE

    The Cyclone Gauge: As Akihiko lands certain moves a small meter at the bottom of the screen increases or decreases. This Meter is called the cyclone gauge which can increase the properties of certain moves depending on how much gauge from level 0-3

    Moves that Benefit from cyclone gauge:
    Corkscrew:
    Lvl1: blows the opponent away.
    Lv2: more untech time? and damage.Causes wallbounce on CH
    Lv3: causes a wallbounce.More damage.
    Crumples on CH.(same as EX version)

    EX corkscrew:

    Lvl1: launches the opponent.
    Lv2: launches the opponent higher,Can be followed up,
    Lvl3: launches the opponent even higher,Can be followed up.

    On fatal:
    Lvl1: launches the opponent about as high as the non CH Lvl2 version,Can be followed up.
    Lvl2: launches the opponent about as high as the non CH Lvl3 version,Can be followed up.
    Lvl3: causes crumple.


    Boomerang Hook:
    Lvl2: more damage.
    Lvl3: more damage.Causes crumple.

    Ducking and Weaving:
    Gains more invincibility as the cyclone gauge increases.

    Last edited by Gilgamesh; 08-03-2012 at 04:01 AM.

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    Pressure

    Notes on akihiko's pressure game: Akihiko has the tools to do the damage the only problem is he struggles with getting in although you can use 5D to pull the opponent to you. His main game plan is to get in, stay in, and keep pressuring until they crack!



    Basic combos & B&B's

    5AAA >
    2A > 2A > 2B > Sweep
    Last edited by Glenburg; 08-03-2012 at 08:20 PM.

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    5A)Normal Gatlings


    -
    A
    B
    C
    D
    FOLLOWUP SWEEP?
    FOLLOWUP AOA?
    CANCELS

    5AAA
    5B,2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special

    -
    -
    5C,2C
    5D,2D
    Yes
    Yes
    Special

    -
    2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special

    5A, 2A
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Special

    JA
    JB
    JC
    JD
    -
    -
    Jump, Special

    +
    -
    -
    -
    -
    No
    No
    Special

    5A
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special

    -
    5B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special



    5B)Persona Gatlings


    -
    A
    B
    C
    D
    CANCELS

    -
    -
    -
    -
    Dash

    -
    -
    -
    -
    -

    -
    -
    -
    -
    Dash

    -
    -
    -
    -
    -

    -
    -
    -
    -
    Dash

    -
    -
    -
    -
    Last edited by Glenburg; 08-03-2012 at 10:30 PM. Reason: Removed leftover code

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