VF4 / Akira [ print friendly ] [ command view ] Arcadia Issue 58 - Akira
Article - Akira
Writer - Ohsu
Source - Arcadia 58
Translation - Noodalls
No matter what the situation, go for the option that will net you
the most damage.
Increasing the usefulness of the
Akira's main mid attack, in closed stance on counter hit
leads to the well known combo + as the
most reliable follow-up, but the damage isn't really that much more
that what other characters would get off their elbow strings on a
counter hit. If the opponent fails to tech you get the follow up
ground attack for reasonable damage, but, if they miss the
tech-roll and then go for the fastest possible rising attack
(except for akira and shun) they will avoid the ground attack and
connect with their rising attack. Also, if you guess that they will
use their rising attack and guard, they executed it without delay
so there is no guaranteed retaliation.
In this instance you can keep attacking to setup a guaranteed hit.
Use +~or. This will put you largely off axis
from the opponent and back turned, allowing you to dodge their
rising attack and attack their back.
The method for doing this is to connect the
+ and then to judge whether or not the
opponent has succeeded in tech-rolling. If they fail, in the
instant you see that, you need to input in the direction of their
back (the side which has their knee slightly lifted) asap. If you
succeed, you will cleanly avoid their rising attack and dodge to
their back. You can connect a during their recovery.
You can get + on all
characters for large damage.
Captions
- In the instant you judge them to have missed their tech roll,
input +~or!
- If you succeed it will be like this (photo). Buffer in a
to pound them!
Using the more effectively
The number of players who are avoiding the second hit and
retaliating, or using atemi are increasing, and it feels like the
risk of using has increased. So, try stopping after
the first hit. Especially against higher level opponents, this will
be more and more useful.
Firstly, against opponents who evade, close the gap and pressure
with a mid-throw nitaku. Against opponents who try to atemi, have
the first hit guarded and then go for during
the recovery of their atemi motion. It is especially useful against
characters who use a lot of atemi, like Pai and Aoi. From there,
+(release) as a combo against
light weights will work to greatly diminish the risk in using
and getting it snatched by atemi, and will do great
psychological damage.
Captions
- Against opponents who go for atemi on the second hit
- Mix it up by stopping after the first hit, and turn the tables by
attacking their counterstrategy.
Tidbit
When you stuff the opponent's rising attack with
sometimes you will cross them up. In this instance, you can go for
BT dash . This combo looks
brilliant.
Posted by noodalls
on 03/03/2005 |
Edited by Myke
on 03/04/2005 |
|