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Akira: Final Tuned

Discussion in 'Akira' started by Myke, Aug 14, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Akira

    A previous main move, the [6][6][6][P] effectiveness has been reduced, and so you can't simple rely on this. To take damage, the use of big damage moves through knowing the recoveries of moves is the key.

    The changes in powering down the old moves

    Overall, Akira can be seen to have have been made more vulnerable in many places. The most important example of this is [2_][4][6][P]. It can be retaliated against with a middle kick (-16), and so you can't throw it out carelessly anymore. The [4][6][P] which could be used without caring about distance, is unchanged on guard, but there is a increase in the recovery on whiff. In other changes, the [3][3][P] is now elbow counterable on guard (-14), but it was mainly a move used in reverse nitaku anyway, so it won't affect fights too much. Other than that there aren't any major changes to the recovery of his main moves, and you can use them as you have up until now.

    FT style

    Used as an attack while advantage up until now, [6][6][6][P] can be used to some extent, but depending on how they are hit the returns can be quite poor. In that case you should use the [6][6][P], which has easy to follow combos no matter what kind of counter, and even if avoided recovers quickly. If you apply combos carefully depending on foot stance, with [2][K]+[G][6][K][4][6][P] in closed stance and [2_][4][6][P] in open stance, you can expect good damage, and the recovery on guard is small, so you can evade easier than with the [6][6][6][P]. The [6][6][6][P] should only be used when you read a big attack from your opponent or where you're aiming for a stomach crumple. So, use the [6][6][P] as the base, but if you use it every time then your return will be poor. Also, after stuffing a big attack with a [2][P], the [2_][6][P]+[K] and the knee should be used in reverse ni-taku.

    About Change Moves

    The A1 change move [6][P] has had it's reach increased, execution increased and is easier to use. The A2 [6][P] is essentially the same as other character's elbows, which can be used as a retaliatory attack.

    The B changed moves are the two knees. Both moves launch height and recovery (mid-weight punch, -12) are the same. The B1 knee can be used to hit opponents on the ground, while the B2 knee can be used to avoid [2][P], so each have value attached to them.

    Captions

    - The [4][6][P], used in evo with just about no recovery, in FT it feels quite different.
    - If the [6][P] (A2) is blocked it's large disadvantage, on CH it's medium advantage. While plain, it's good for matches.
    - The nostalgic knee. If you know the frames where it avoids low punches it's looks to be a move that will be strong when used.

    Footnotes

    Combos after [2_][6][P]+[K] and [K]+[G] (release [G]) (either version) - the combo against lightweights in open stance on normal hit [2_][6][P]+[K] - [P] - [4][6][P] - [3][3][4][6][P] doesn't hit anymore. Instead follow up with [P] - [P] - [6][6][K][K]. On CH it's the same as before. Following either knee, there aren't any real changes. Akira's weight has been reduced. This might be the most important thing. The strange heaviness that he had up until now is gone.

    Source: Arcadia Issue 52
    Translated by: noodalls
     
  2. LM_Akira

    LM_Akira Well-Known Member

    Thanks a lot for putting this up Myke and Noodalls. /versus/images/graemlins/smile.gif
     
  3. PhoenixDth

    PhoenixDth Well-Known Member

    wow akira finally fits japanese weight . . . i guess after sega released the shirtless option, he cant hide them lead bricks anymore /versus/images/graemlins/shocked.gif
     
  4. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    wow akira finally fits japanese weight . . . i guess after sega released the shirtless option, he cant hide them lead bricks anymore /versus/images/graemlins/shocked.gif

    [/ QUOTE ]

    /versus/images/graemlins/grin.gif /versus/images/graemlins/grin.gif /versus/images/graemlins/grin.gif


    /KiwE
     
  5. kungfusmurf

    kungfusmurf Well-Known Member

    FT AKIRA = PUSSY! /versus/images/graemlins/tongue.gif
     
  6. LM_Akira

    LM_Akira Well-Known Member

    Excuse my ignorance but does anyone know any more details of Akira's new moves like;

    [6][6][P]+[K](hit/guard?)[P]
    [3][3][P]+[K]
    and
    [K]+[G][P] (charged)

    I think I've seen them used in a couple of clips thus far but is there anyone who knows how good they're supposed to be/where they should be used etc?
     
  7. Llanfair

    Llanfair Well-Known Member

    ff+P+K,P is quite useful it seems. It closes distance well, and does good damage. It's also relatively safe as long as you do both parts. Doing the ff+P+K on its own is not a good idea. It can be used in floats, which is nice for variety. There's timing to the getting the second part, similar to palm-elbow.

    df,df+P+K. This is a novelty move. It's fun to do, and may catch someone off-guard, but for the most part, it's useless. On hit, there's little combo potential.

    K+GP (charged). Uh. I haven't seen a single person use this. Didn't even know he had it, actually. Is this in the release version?

    <font color="yellow">.cheers.</font>
     
  8. kbcat

    kbcat Well-Known Member

    [ QUOTE ]
    LM_Akira said:

    Excuse my ignorance but does anyone know any more details of Akira's new moves like;

    [6][6][P]+[K](hit/guard?)[P]


    [/ QUOTE ]

    Thanks to Johnson, I've been on the receiving end of this move with my Brad/Lion for the best part of friday. This is a very powerful move for Akira--the direction you dodge it is opposite to the direction you dodge [4][6][P]+[K] maiking it an excellent anti-techroll tool. The second part of the move forces crouch (even on guard) and it seems like Akira is definitely at an advantage. Johnson was successfully mixing up the move into a throw, or into a shrm on block.


    my 2¢,
    kbcat
     
  9. GodEater

    GodEater Well-Known Member

    I asked Johnson and he said that [6][6][P]+[K][P] leaves Akira with 2 frames of advantage. Not a lot but enough to control the tempo of the game.

    [ QUOTE ]
    K+GP (charged). Uh. I haven't seen a single person use this. Didn't even know he had it, actually. Is this in the release version?


    [/ QUOTE ]

    I tried twice but no one would let the second part execute! You would just see the move begin to charge when I'd get hit out of it. Everyone was jockeying for position and unwilling to allow my charge styles.

    GE
     
  10. LM_Akira

    LM_Akira Well-Known Member

    I definately saw a recent comp clip with K+GP(charged) in, though I'm afraid I can't recall who it was. Only seen it once thus far.

    The last part of the move seemed to last forever and iirc the follow up looked slightly like Akira's QCB+P. Well a little, had this weird jerky, downwards animation to it.

    [6][6][P]+[K][P] sounds decent though, especially if it's half circular and escape-able towards his stomach. Is it the same timing as sgpm-de on hit?
     
  11. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    I tried twice but no one would let the second part execute! You would just see the move begin to charge when I'd get hit out of it. Everyone was jockeying for position and unwilling to allow my charge styles.

    [/ QUOTE ]

    Since the charge seems rather slow and the first knee scrapes the ground has anybody tried it as a Oki setup? That is, end something with the ugly k+g which scrapes the ground and then release the P part on someone TR'ing (if it tracks / follows). Yes you always want to take the maxcombo etc with Aki but wth.

    33p+k = flailing arms move? Does this knockdown on normalhit? Does it sabaki anything? He ends in a crouching pos when he does this right? Since it always floats a croucher and he's in crouching pos would mean a byakko would hit the floater I guess. Seems to have rather long range - does it?

    [ QUOTE ]
    Not a lot but enough to control the tempo of the game.

    [/ QUOTE ]

    +2 for Aki and the other person forcecrouched is hella lot since the other person basicly is limited to stuff like 2p which will get it as kicked by shldrms / 666p's etc. That's probably why most ppl try to evade in clips after being hit by it just to be hit by it once more due to it's semicircular motion. What's even worse is that the first part, apparently, dodges highattacks meaning that if the opponent blocks [6][6][P]+[K],[P] and tries to do P against you a second loop will win in that case aswell o_O

    It has been reported that you can reverse the second hit of it although the first is on gaurd, so that will be nice for your characters who can do that I guess (like Pai).

    /KiwE
     
  12. Dandy_J

    Dandy_J Well-Known Member

    [6][6]+[P]+[K][P] is +4 on hit according to 1/60sec
     
  13. GodEater

    GodEater Well-Known Member

    [ QUOTE ]
    [6][6][P]+[K][P]is +4 on hit according to 1/60sec

    [/ QUOTE ] Thank god, I was worried he didn't get his fair share of positive additions. This clears my mind.

    GE
     
  14. BMF

    BMF Well-Known Member

    Just to let everyone know, his new sabaki QCB+P+K is useless. The move is super slow and the window for the sabaki seems to be very late in the execution. Probably why we don't see it being used in any clips.

    And ff+P+K,P seems to be easier to execute compared to his D,f+P,P...probably because ff+P+K is a lot slower.
     
  15. J6Commander

    J6Commander Well-Known Member

    The new [6][6][P]+[K],[P] is really a great move. The timing of the 2nd part is similar compare to the palm-elbow, but slightly slower (easier).
    I didn't know it is +4 on normal hit. +4 is alot for Akira. I shall experiment more of it. /versus/images/graemlins/cool.gif

    The [3][3][P]+[K] always knock down, recovers low, but the float is also really low, I don't think you can do anything after it.

    Btw, I did [2_][6][P]+[K], [P], [4][6]+[P], [2_][4][6][P] on Pai a few times on open stance normal hit. Maybe it was minor counter? Hmmm..
     
  16. KiwE

    KiwE Well-Known Member

    Can it be evaded on gaurd?

    Word around the campfire is you can reverse the second hit if you block the first. Does that mean you can also evade it in one direction also if you gaurd the first in order to setup a better situation for yourself?

    In that case it's all good. / KiwE
     
  17. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    [ QUOTE ]
    That is, end something with the ugly k+g which scrapes the ground and then release the P part on someone TR'ing (if it tracks / follows).

    [/ QUOTE ]

    byakko>wall>k+g>charge p is the first thing that came to my mind when I found out about the charge p.
     
  18. Dandy_J

    Dandy_J Well-Known Member

    Re: Can it be evaded on gaurd?

    [ QUOTE ]
    KiwE said:
    Word around the campfire is you can reverse the second hit if you block the first. Does that mean you can also evade it in one direction also if you gaurd the first in order to setup a better situation for yourself?

    [/ QUOTE ]

    You should be able to evade it. palm-DE is faster and you can evade the 2nd hit on block.
     
  19. LM_Akira

    LM_Akira Well-Known Member

    +4 sounds wicked.

    The way I nail sgpm-de is through sound (listening for Akira's grunts).

    Are there any sound hints you can use to get the right timing with [6][6][P]+[K][P] ?

    Also if [3][3][P]+[K] floats low, is ABC, [1]/[2_][K] or the evo knee a possibility after it?
     
  20. Llanfair

    Llanfair Well-Known Member

    Sound hints? Not that I know of. A monkey can do it, worry not - you won't have trouble with the timing.

    re [3][3]+[P]+[K]. No. The float is far away and too low. You can do virtually nothing. *Maybe* a low kick will hit. Maybe. But otherwise, it's a novelty move that will not be used on a regular basis.

    <font color="yellow">.cheers.</font>
     

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