VF4 / Akira [ print friendly ] [ command view ] Orange Book - Akira Fighting Guide
Akira Yuki Fighting Guide
Source- Orange mook
Article - Ohsu
Translation - Noodalls
With the properties of his changed, which used to give
big damage, Akira's fighting style has changed a lot. As a result,
the balance between offence and defence is now a lot more
essential. Take your yomi to the limit.
Basic fighting arts - most favoured close in fighting
From FT, Akira's previously main moves have been weakned somewhat,
and you now need to be cooler with positioning and require more
strength in attack and defence. Originally, Akira could take damage
with either his mid attacks or his throws, but with both of them
suffering damage reductions in this version, you need to fight with
more skill and yomi.
The basic move in this game is . It is small disadvantage
on block, the execution is fast, so when it's your turn to attack
this is the main mid attack. But, the damage in itself isn't that
great, and you have to judge in an instant whether it was guarded,
evade, staggered the opponent, or if it was a counter hit what foot
stance you are in. If you can accurately pick the appropriate
option in these situations, the value of this move is great.
Other moves important moves along with his are
and +. The value of either of these moves
is different to , and again depending on your ability to
respond to the situations after the move the value of these moves
will improve exponentially. The important thing is, almost all of
his important attacks are single hitting attacks, so practicing
until you can judge quickly the hit status is even more important
than it is for other characters.
Basically, play it cool, and then occasionally throw out a big
move.
Main mid moves right up close
For Akira, he can do the best damage in a close-range battle.
Because he struggles outside of upclose, the key to him beating his
opponents is to somehow close this distance. First, let's explain
the moves he can do that have little risk attached. First,
. Because of the command, you can input is smoothly from
any situation, and the real execution time is 15 frames, recovery
on gaurd is -3, and on counter hit you can go for combos, so it
does have enough properties to make it his staple move. Except for
where it whiffs, the risk is low.
Next, his , compared to is somewhat
specialised in its usage. Because of it's command and execution,
it's not really a move that's suited to just being thrown out
freely. Throw it out mainly from a crouch dash of use it as an
evade cancel. It does good overall damage if you hit it up close,
and if they guard the second move then the situation is only -4,
and compared to the power of the move the risk is low. If they
evade the second move, about the only guaranteed damage they will
get is a throw. And, if you spot an evade, you can enter throw
escapes and reduce the risk.
has been slowed to -8 from ver. A, and so guarantees a
throw on guard, so it's not to be used randomly. Use it only as a
countering tool against big moves.
Captions
- The basic mid attack, . On counter hit prepare for a
combo, or if guarded think about what defensive options to
take.
- The execution is not fast, but the return is large. If you delay
the execution, you can use it as a counter to ETEG.
()
Focusing on return with combo starters
Akira's strength, his high damaging, vital big move +
will go under high moves and also , and so can be used on the
offensive and defensive.
His +(release ) is for when you are greatly advantaged or
going for reverse ni-taku.
Captions
- If you execute it from a crouching-back dash, you can evade
and also hit the opponent during their failed evade.
(+
- This time, one of his main sources of damage is his
+(release ). If you can throw it out like other characters
knees, you will be very powerful.
Most important topic - defence compilation
Such as after having the guarded, ETEG guard is not
difficult to do. If you can do multiple throw escape, your safety
increases. Also, even if you do eat a delayed attack, it will be on
normal hit, so you shouldn't lose too much damage.
The next thing you want to use is reverse nitaku. + or
+(release ) are the best in terms of damage. In
particularly, if your opponent expects an evade and goes for a
delayed attack, you get a counter hit and with the follow up combo
you can get about 40-50%. But, when you abare with a big move, and
it's crushed* you'll be hit as either a medium or large coutner, so
when you get out-yomi'ed, it's big damage. So, you should mix in
, depending on the opponent's habits, which is fast executing
and if crushed only gives them a small counter, so it is small
risk.
In addition to the previous measures, ARE will make it harder for
the opponent to deal with you. Go for it after or
. For opponents who are aware of you going for ARE, and
counter with an elbow or mid-punch, use +, or for
opponents that go for slow fully circular attacks use the fast
, this is ideal.
Basic fighting arts - middle range fighting
Difficult to do big damage, the flow of the match will sway back
and forth in the crucial middle range. With Akira focusing on one
hit attacks the basic idea is to try to choose an option to
interrupt your opponent's attacks.
The most useful attack is +. A stomach side half
circular attack, on top of having the property of evading high
attacks it also has decent reach and the total damage is high. Its
weaknesses are the long delay on whiff, and the slow startup, but
it's still an easy to use move. If the second hit is evaded,
anything up to 16 frames is guaranteed on Akira. You should mix it
up by sometimes stopping after the first hit, so that your opponent
can't deal with it too easily.
The fast executing, high priority gives good damage if
you include the follow on combo, and is the move to interrupt your
opponent. From FT, the delay on whiff has been increased, so there
is some risk involved, but even now when it is guarded by your
opponent it gives +1, so at either close or mid range it is a move
that can be relied upon. Use it against single hit attacks of the
opponent.
Also, from FT the reach was lengthened and it was made easier to
use, so (A1) is a move that you can rely on at mid range. If
guarded it is quick to recover (only -3) and if you string to
(A1) then you can cause most of the opponent's moves to
whiff, and then hit them with + or . It's
something that Akira hasn't had up until now, a very speedy and
safe staple move. Also, its execution is surprisingly quick at 16
frames, and on normal hit it gives +3, so even in close fighting it
can be used. In addition to these, if you add and
, and integrate them well, you'll have a good start for
attacking.
Captions
- It avoids high attacks, so + is useful even in
in-close fighting.
- With , confirm that your opponent's short ranged attack
has whiffed, and the execute it, and it will apply big
pressure.
- At about this distance, the (A1) will still reach. There is
next to no risk.
Basic Fighting Arts - Tough Long Range Fighting
Because he has so many single hit moves, long distance is a
difficult distance for Akira to attack from. Even if you choose the
appropriate attack, you'll often be caused to whiff it. At this
distance, look for the opponent to whiff their moves and go for
or use the previously mentioned (A1) etc. while
taking the low risk options, carefully watching what the opponent
is doing and approaching them, and moving into the favoured
close-mid distance fight.
- At long range, the useful moves are and
(A1). The latter is fast executing and knocks down, so if you see a
chance you need to apply it effectively.
Akira's true essence - High pressure Okizeme
Pressuring the opponent with the right move when you have the
advantage, on their ukemi or wakeup, is for Akira a very important
element. Highly specialised attacks for this attacking purpose are
laid out for Akira, so you have the chance to take the match in an
instant.
The easiest to apply is +. A half circular (evaded to
the back) attack, -3 on guard so the risk is low. Also, the
attacking area is wide, so even if the opponent dodges the correct
direction, they may still not be able to evade it.
For countering opponents that evade the +, there are
the half circular (evaded towards the stomach) + and
++ or. If you're worried about risk
go for +, if you're going for return ++
or; mix it depending on your situation. In
additon to this, against opponents who ETEG or stand and guard,
catch throws or normal throws are to be used. Against opponents who
use lots of evades or back dashes, mix in some delayed attacks.
Captions
- The reliable +. Since FT the execution has been
slowed a little, so you might need to execute it a little
earlier.
- ++ or will all connect on a
crouching opponent on normal hit, so you can look for it in this
instance too.
About the change-moves
The (A2) is an elbow that executes in 14 frames, and on
crouching hit it causes stagger. The frames are -6 on guard, -2 on
hit and +4 on counter, about average. The merits for choosing this
move are that you have access to a fast executing move with one
command, When you are fighting against lightweights, with their
fast executing , it's good not to have a complex move to rely
on. It is plain, but helpful at close range.
+(release ) (B2), different from B1 does not scrape along
the ground, but because he puts his body into the air as he does
the move it has the effect of evading low moves. The usefulness of
this move is against characters like Lion, Pai and Aoi, who have
many low attacks. Even when largely disadvantaged, depending on
foot stance, against fully circular low moves you can often get a
counter, so you can use it as reverse nitaku. If you're focusing on
attack go for B1, if you're focusing on defence go for B2.
Captions
- (A2) is perfect against light weights, whose are fast,
and even if guarded you're hardpressed to retaliate. Conversely,
against other characters it's a little harder to apply.
- Compared to B1, the float is a little lower, and you can't use it
to scrape along the ground. You should use B2 depending on your
opponent.
About guaranteed retaliation
The combo-strong Akira should look to effectively retaliate against
each instance where the opponent leaves themselves open, and in
doing so will increase their winning percentage. Depending on the
conditions, at -12 and standing go for , at -14 ,
from crouching between -12 and -15 go for and from
-16 +, then from -17 in either standing or crouching go
for +(release ) (B1 or B2); attacking your opponent in
this way is ideal. Practice to get this working.
Caption
- Especially against low fully circular moves, or slow recovering
moves, if you accurately counter with a big move, the opponent will
be hesitant to use those moves. Limit your opponent.
Posted by noodalls on 28/03/2005
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Edited by Myke on 03/04/2005
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