I wonder if this is anything new, still it haven't come across these anywhere (maybe someone would find them useful). Generally, the case with canned follow-ups goes like this - whenever Akira can do his canned SgPm, which is after the ST, SE (useless option), or guard breaks (d+P+G and f+P+G), he can also go for canned DbPm (which is executed by d/b,b,f+P). It seems guaranteed after ST (comes out faster than the nearly-always guaranteed SgPm), and has a good chance of connecting after f+P+G (comes out really fast, maybe also guaranteed /versus/images/icons/smirk.gif ). Now, on to the combos. Easiest and (prolly) most damaging follow-up to b,f+P+G (with the wall) is Yoho (d/f,d/f+P) , BC - up to 114 pts. The case is, if the distance isn't proper, the opponent won't bounce of the wall after Yoho. But that doesn't spoil anything, cause Akira recovers fast enough to backstagger the techroller (he falls HT/FD) for a guaranteed combo (let's say SDE , m-DbPm, or SDE , DLC [not vs lights]). Another one with the wall (also easy and damaging, starting with ShRm) goes like this: ShRm , P , Yoho , BC (from medium distance). What do You think about those?