reserved for
Pressure/Blockstrings/Confirms
Pressure
Akihiko is a boxer. So he has all the boxing pros;
High Damage Fast Jabs
-But all the boxing cons; Short Range Poor Air game Low flexibility Pressure
All these cons come into play when Akihiko needs to pressure his opponent. His pressure is solid, but he has to commit to if if he takes it far enough. It is important to pick your times to commit to pressure, if at all.
5a/2a - Your main jabs and what will start some of your pressure, 5a is even, 2a is -1, be wary of this. Since it's 5 frames, you are generally in the plus.
5b - is usually filler, but it can be a starter in case to catch mashing or jump outs.
2b - More filler.
5c - Good move regardless of if you're committing or not, fast overhead, dash cancellable, good damage on CH
2c - similar, but with some ups and down distinctive to it. It's slower, has less range, but is safer.
236a - This is where you start to commit, Kill Rush increases your options to having actual mix up, but here you have to commit to your pressure.
=> 4a/b - Boomerang Hook is usually just filler, but the b version has +3 opening up some options.
2a+b - The Sweep is more filler that turns your pressure into mix up, with proper conditioning to the c attacks, it's worth noting that the higher level your Cyclone gauge is, the safer this is on block.
c+d - Throw is another great option to expand your resources, the damage isn't much, but it's still a good option, lower levels can be reset into another throw.
a+b - All out attacks becomes faster with increased Cyclone levels, and it can earn at least 3k in the corner.
~More info coming soon~