Sarah's next after akira... 14C: dodge an attack and then do TE-G (ETEG) three times. 15A: demo - escaping low throws. 15B: Another demo, shows how you can stuff anticipated throws with P/low P 16A: First lau is shown using elbows successively to stuff predictable low punches... EG the opponent is staggered, struggles and low punches, and is staggered again. Then we're shown that blocking an elbow gives you the initiative to low punch another attack if the opponent tries one (especially since our opponent is Lau who uses lots of elbow-palm combos). Your challenge is simple, stuff lau's elbow-palm with low punch three times. 16C: Another example of how to avoid getting rushed. Lei does a simple canned 2-hit combo, then tries to land an u/f+K+G. We're taught that you can watch for the natural pause after canned combos, and then dodge the followup attack. You must dodge and counter (throws work well) vs. Lei three times. 17A: One more anti-low P demo. If you block one with standing guard, you easily have enough initiative to interrupt the next if you're facing a multiple low punch person. 18A: This one may be slightly lost on me. The idea is to guard and/or evade wolf's attacks after a TR. I think we're being taught the difference between holding guard (which gets instant alignment with the enemy, and thereby makes their attack track you better) and waiting half a second before tapping guard, which might make it miss. The problem I had here is that after getting up, half the time wolf does a shoulder ram (easily avoided) and the other half a dropkick (hits me every time) ... anyway, you only need to dodge once, and it's all good. 18B: After a TR, we're shown that you can be low thrown. However we're shown that if you buffer a low punch, it will beat the low throw. (if you do any attack it'll beat the low throw actually). So land five buffered low punches after TRing. 18C: After TRing, you can E-TE to help keep you safe. I find it helps to dodge towards wolf's rear leg. Successfully evade/TE 3 times. 19A: A demonstration. If you see a TR, you can use a sidekick to try for a stagger ... but if the opponent knows you're going to do this, their low punch may stuff the sidekick. 19B: If your opponent TRs and holds guard, you can dash in and throw. A demo that builds on the last one (where you've conditioned them with sidekicks). 19C: To be fair and complete, the game shows what -you- can do when the opponent decides to E-TE after they tech roll. Akira crouch dashes forward, waits a fraction of a second until aligned, then cuts loose with a shoulder ram. Their E-TE is nailed easily. 20A: Of course, the opponent might not TR at all. Akira does the logical thing and d/f+P's (or pounces). 20B: Shows how to do chibita's option select pounce: press u/b+P to either pounce or hop safely away after knocking the opponent down. 20C: some basic OTB combos that work if the opponent fails to TR. Just do SDE, SJK to breeze past this one. It's a damage-based goal. More on getting up properly and okizeme: 21A: Time a sidekick vs. an opponent who gets up without attacking or TRing. The sidekick, if timed properly, may catch them crouching. I'm unsure if they game is saying the stagger is a sure thing if they fail to rise with a kick, or merely a smart thing to try for. Anyway, time it correctly 5x vs. Sarah. 21B. Now minor counter rising kicks. The game suggests you knock the opponent down with a high kick, but a move that leaves you in a more favorable position is f,f+K. With f,f+K it's easier to get out of the way of their rising attack and then minor counter with throw or sidekick. Practice G-buffered SDE minor counters here for a more practical challenge, or dash in and do a SPoD or at least a ST combo. 21C: Major counter rising kicks. Game suggests shrm, which is a beautiful thing if it works. If you have any trouble doing it however, SJK is easier to time. 22A: When being pressured as you get up, use rising kicks to hit them. 3x vs. Jerky. 22B: Ditto, but learn to vary the timing of your rising attack, e.g. use delayed rising attacks to stuff jerky's knees, or even get up completely and use P(G) to stuff them. 5x. Using the stage to your advantage. 23A: switch to no-wall ring for a second to see a demo of how to deal with RO pressure. Pai PPP rushes akira out of the ring, so next time akira dodges, then 3D walks for a second ending up completely behind her. 23B: A simple example building on the above that shows how throws that reverse the ring can be useful. Pai is sent out with d/b+P+G. 24A: use wall hits to set up a throw or combo. In this case sgpm against the wall causes the heavy, bending over reel animation (sort of confirms what I was talking about earlier: there are two wall-hit animations and this is the larger one). Perform sgpm (wall), into a throw or combo (DJK for example. It's a damage trial. PERFORM FOR THE NICE COMPUTER, BOY. 24B: shows how the light wall hit animation (caused by a simple P(G) allows for a catch throw or basic combo (but not a regular throw, the CPU tries to d+P out of everything). Use f,b+P+G after your wall jab just to see the difference, then you can breeze through the trial with PP. 5x. 24C: shows how a wall hit (when you float them and they hit the wall, landing facedown) guarantees a pounce. 24D: now try using wall hits in your float combos or after certain throws. The game shows b,f+P+G, PK, bodycheck. This is a damage trial, so it's easy to finish. Some Akira sequences and combos to master: 25A: A demo showing the effectiveness of bodycheck after a dodge. f,f+P, dodge their retaliation, bodycheck. 25B: Shows how d/f+P+K after your sgpm is blocked is a pretty strong pattern, one that interrupts minor counter attempts. 25C: Akira tries low punch into single palm as a flowchart, and the opponent stuffs the sgpm. Akira smartens up next time and does low punch, buffered dash, d/f+P+K. The low lunging punch irrationally beats an elbow for the easy KD. This useful trial teaches you two things actually: The bullshit-ness of d/f+P+K, and how you can use buffered forward or back dashes to go from crouching to standing instantly (something you need to do for the d+P, d/f+P+K sequence... since d/f+P+K must be done from standing). The d/f+P+K is 'reverse-modified'. Let's not try to make that term official. 25D: A demo showing how f,b+P+G, u|d, P+K can be blocked if the opponent is on the ball. Akira should out-think him by doing f,b+P+K, u|d, then guard break. The guard break (f+P+G) isn't elaborated on, but we all know b,f+P, AS3 works afterwards, right? 25E: A basic and popular akira flowchart: d/f+P+K, shrm. Then, when they wise up, d/f+P+K, throw. AIEE! 26A: Basic combos any retard can do part 1: SDE (MC), DJK. You just have to watch. 26B: Part 2: Shrm, P, b,f+P+K. 26C: Stpm (b,f+P), AS3 (d+K+G, f+K, b,f+P) 26D: A little tougher, this shows the uber-damaging combo that works even up to kage: Shrm, P, m-shrm, m-dbpm. I assume at least a tiny bit of that text explains modifying moves. ------ And that's it! you get a trophy! yaay! Sarah's will be up soon (at least, the parts that are different). Already I can see there are a lot.