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Some help with advanced Akira combo

Discussion in 'Akira' started by Obi, Sep 23, 2003.

  1. Obi

    Obi Member

    Hey people,

    I've been playing Virtua Fighter for about a year or so. Off the bat, I played with Akira. Some of you may think that's not smart, or wise, but it turns out that I'm doing fairly well.

    To start things off, I'd like to let you know that I use the PS2 Dual Shock controller. I'm too cheap to get a joystick :p.

    I pretty much can do most of the moves that Akira has. The troubles I have is trying to do the combos he has.

    More specifically, the Yoho --> Standing punch --> Should Ram --> Double Palm combo. Well... and any other combo that has the Double Palm and/or knee...

    I am able to to the first 3 parts of the combo, but I am unable to pull off the Palm quick enough.

    BTW, I can do the palm from a standing position. But I can't do it into a combo. Help please?
     
  2. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    Strange, if you are able to do the dlpm from standing then you shouldn't be having a problem. Are you sure you are inputting a buffered crouch dash and cancelling it with a shoulder ram (after the Yoho > [P])? Are you doing the same for the dlpm at the end?

    I guess the only advice I can give is that you have to note when the shoulder ram hits and see how long you have to "wait" before modifying the dlpm. Maybe you are crouch dashing too soon after the shoulder?

    Basically, you just have to try out different timings and see what happens.
     
  3. EmpNovA

    EmpNovA Well-Known Member

    Go into vs mode, set your opponent as a light wheight, preferably Pai or Aoi.

    Perform the combo on them as many times as you can, the settings to use are something like, One (or two...maybe three) rounds, and 400 health.

    Record the match as a replay, and load it up to be watched.

    As soon as it starts, turn the input displays on, the most efficient one to look at, and correctly tell your input in my opinion, is the third one, which looks like a joystick and threee buttons.

    Watch your self do the combo in slow-motion, even frame by frame, and check to see what commands you give for each corresponding move.

    So let's say, for example, that instead of doing the necessary (from First player side):

    [3][3][4][6]+[P]

    or

    [1][1][4][6][P]

    You are actually doing something like:

    [3][4][6]+[P]

    or

    [3][3][6]+[P]
    - - -
    This would hopefully explain, and how why you are not sucessfully completing the move. /versus/images/graemlins/cool.gif
     
  4. Obi

    Obi Member

    [ QUOTE ]
    Bu_Jassoom said:

    Are you sure you are inputting a buffered crouch dash and cancelling it with a shoulder ram (after the Yoho > [P])? Are you doing the same for the dlpm at the end?

    [/ QUOTE ]

    Sorry, I'm not too clear on 'buffering'. This is what i'm doing... or at least trying to... loL

    [3][3]+[P],[P],[3][3][6]+[P]+[K],[3][3][4][6]+[P]

    That's what I think it;s like... unless there's something missing in between...

    When should the buffered crouch dash be inputted? I can think of 3 time: before ram hit, when it hits, and a bit after it hits...
     
  5. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    You are doing the right sequence. But maybe you will find it easier to do [1][1][4][6]+[P] at the end instead of [3][3][4][6]+[P]. Try it and see.

    Buffering means that you input the move's command while you (or your opponent) are recovering from an attack. In this case, it's best to finish the crouch dash command as soon as the recovery of the previous move ends. So when you do [3][3] (or [1][1]) before the dlpm, try to time it so that the second motion input of the crouch dash, the second [1], is pressed just as Akira finishes recovering from the [P]. Then you have to immdeiately cancel the crouch dash with [4][6]+[P] for the dlpm to come out as if you were doing from standing. This concept is called modifiying by the way.

    Sorry if I confused you with stuff that you already know (^_^; ).
     
  6. LM_Akira

    LM_Akira Well-Known Member

  7. Obi

    Obi Member

    Aye. Thanks all for all this info about Akira.

    It's not easy tobe starting off on Akira, but meh. I did it anyway.

    I'll still have to try the variation of [1][1][4][6]+[P]... I'll let you guys know how it goes...
     
  8. uk-guy

    uk-guy Well-Known Member

    whats coming oot instead of the palm, stomp/jumping punch? jab?

    by analysing what comes out you can see where you are making the mistakes...

    Being able to do something on its own, and then doing it in a combo situation are two different things as you are finding out, practise and the timing and execution will come /versus/images/graemlins/smile.gif
     
  9. Obi

    Obi Member

    When I attempt to do the dblpm after the shlrm, I do a standing punch...


    =========

    HOT DAMN!

    I got the combo down...

    or at least the

    [3][3]+[P],[6_][P],[6_][K],[1][1][4][6]+[P] variation...

    Thanks all for input... now.. I can't pull it off consistently... but practice pays off, right?
     
  10. bobstar

    bobstar Member

    i got some combos too.

    [2][1][4][P][3][3][P][4][6][6][P]+[K]

    [2][1][4][P][3][3][P][4][6][P]+[K]

    [3][3][P][4][6][P][2][K]+[G][6][K][4][6][P]

    [3][3][P][4][6][P][3][K]+[G][6][P][4][6][6][P]+[K]

    a confusing move can be:

    [4][3][P] [6][P]+[K]

    bcos ur crouching, they might crouch down leaving them open for this attack, then u could follow up with some moves.

    another good trick is [3][K]+[G][6][P][2],[1][K][4][6][P]

    after u do the sweep if you time it right u can hit them with the double palm, if they don't tech roll.

    another is [3][K]+[G][6][P][2],[1][6][G]+[P]

    if u use alot of high attacks & no low 1s when facing away, they might block, doing [1][6][G]+[P] will go straight into akira's [1][6][G]+[P] throw which is his strongest.

    a good trick is 2 use [3][G]+[P]+[K] [P][4][6][6][P]+[K].

    this is a good combo but don't work if they tech roll.

    if they do tech roll don't do the [4][6][6][P]+[K] but do the
    [4][6][P]+[K] & hold it.

    they might tech roll & block straight away or try 2 attack either breaking their guard & staggering them or hitting them with a counter hit.

    i havent used this alot tho.

    & i suggest if u use a stick, do double palm like his
    [2][4][6][P]. if hold down as soon as he goes down to crouch press [4][6][P]. it comes a little l8 but they may never expect it.

    also some people don't kno this but if u do the throw [6][4][G]+[P][8][P]+[K]

    this can b blocked & leave u open.

    hope this helps /versus/images/graemlins/grin.gif
     
  11. LM_Akira

    LM_Akira Well-Known Member

    Hmmm not all those combos are genuine combos and some require counters and will only work on specific weights etc... If you want a list of Akira combos check this:

    http://virtuafighter.com/versuscity/showflat.php?Cat=&Board=training&Number=69529&page=&view=&sb=5&o=&fpart=1&vc=1

    Throughout that thread I've tried to cover as much as possible.

    Vs opponents who TR you should be using [4][6][P]+[K] or SPoD or [3][K] for backstaggering. Anyne who owns a copy of evo will now that Akiras PIT ([6][4][P]+[G]) throw can be correctly struggled...indeed it lists how to escape and guard against it on this very site and in tactics and advice it shows you how to follow it with a guard break in order to attack a guarding opponent from it. If you read the thread I did I've put down as much good info as I think possible that a beginner to Akira should be able to use with ease.

    Also I wouldn't reccomend doing a dbpm by the standard [2_][4][6][P] as it can be seen coming a mile off. Modifying dbpms is essential. Also [3][P]+[K]+[G][P]>[4][6][6][P]+[K] is not really a good combo. [3][P]+[K]+[G] is a good sabaki attack to use but it is used best with a slightly delayed [P] follow up as if you counter with this you'll get a gut collapse and all the combos you can do on MC hit of SDE come available.
     
  12. bobstar

    bobstar Member

    well i've only been playing vf4evo for about 2 months.
    the modified double palms r good but 2 many people use this so when the other player sees the crouch dash they either block or evade, the [2] way is kinda quicker & can only be sussed if the other player knows this or uses akira, another way is when u get up u can sweep them, if u do u can follow up with a
    [4][6][6][P]+[K], but this only works if u sweep them & they're very near 2 u, if they block, just press [4][6][P] for a double palm or [6][P]+[K] to do a juggle combo.
     
  13. LM_Akira

    LM_Akira Well-Known Member

    No offense but all your comments seem to be intended towards people who are new to the game like yourself. Modifying dbpms is essential with Akira as thats how you need to end combos with them and they can also be guard buffered and so appear to come out of now where. m-dbpms can also be performed straight after other moves such as [P] and when done correctly there is no crouching animation at all.

    Yes I know all about attacks whilst rising from a crouch too. This is because whe you TR or get up you are effectively in a crouched state and so can use [4][6][P] to get out a dbpm etc but in your comments you seem to imply that the opponent won't know what you're trying to do. A good opponent will just fuzzy guard in these situations.

    Also I know it seems really picky etc but [2_][4][6][P] does not come out faster than modifying the move with a crouch dash. The idea of th CD is to make the move come out quicker from a standing position.

    If you're intersted in learning Akira check out Hiros memorandums or all the good stuff about him from the home link. /versus/images/graemlins/smile.gif
     
  14. bobstar

    bobstar Member

    i kno that u should use cd in combos but when ur not doing combos, it's best 2 vary how u do the dblplm so that they get confused sumtimes.
     
  15. Obi

    Obi Member

    [ QUOTE ]
    Also I know it seems really picky etc but does not come out faster than modifying the move with a crouch dash. The idea of th CD is to make the move come out quicker from a standing position.

    [/ QUOTE ]

    I agree. For many of AKira's combo finishers, the dblplm is essential. However, you won't be able to finish off the combo with out a modifyed dblplm. If you can, I can deem you a liar, because it's impossible. Unless I'm wrong about this fact...
     
  16. bobstar

    bobstar Member

    i said that cd r the 1s to use in combos, what i'm trying 2 say is that u can use the [2_][4][6][P] when they attack.
    i don't use cd when i'm not doing a combo bcos when people c it they block immedietly, but if u vary the way u do double palm it's a good cheap way 2 win. i mostly use either [2][P], [4][6][P] or [4][3][P],[4][6][P] 2 do the double palm.
     
  17. Cas

    Cas Active Member

    As the previous posters have been trying to explain, CD into double palm doesn't always result in the crouch dashing animation followed by a predictable double palm. If you're quick enough, a modified double palm can be executed from a standing position in under 20 frames (I'll leave the exact figure to someone that knows their numbers) - that is, it's almost instantanious and the crouch dash is impossible to spot.
     
  18. LM_Akira

    LM_Akira Well-Known Member

    Yes thank you for trying to further clarify what I was saying earlier.

    Dbpm is good in flow charts such as :

    [3][P]+[K]>[2_][4][6][P]
    [4][3][P]>[2_][4][6][P]

    or combos such as

    [3][3][P]>[P]>[2][P]>[2_][6][P]
    [2_][6][P]+[K]>[2][P]>[2_][4][6][P]

    and in these cases you don't need to modify it.

    In open play though it is possible to do a m-dbpm without much crouching animation at all. In combos like

    [4][6][P]>[P]>[2_][4][6][P]

    you won't see any crouch.
    You can even do m-dbpms as soon as the round begins and you won't see any crouch motion at all.

    If you DO become predictable with [3][3] into m-dbpm mix it up with other moves to keep your opponent guessing.
     
  19. kimheng

    kimheng Well-Known Member

    what is garanteed after the [4][2]+[P]+[G],please?
    I know a stupid boy who pretends that after [4][2]+[P]+[G],he can do a "combo" like [2_][6]+[P]/[6][6][6]+[P]/[6],[6]+[K],[K]
    personally,even if I don't play Akira,I'm sure he lies because he says he has perform it against the AI and it works,so,he thinks he is right /versus/images/graemlins/mad.gif
     
  20. Player_1

    Player_1 Well-Known Member

    That would be possible-but only if your opponent would've never heard of something basic as the Tech Roll...
    sgpm ([2_][6][P]) followed by dbpm([2_][4][6][P]) is guarenteed however: tell him to pull that off: it's way tougher than his /versus/images/graemlins/laugh.gif
     

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