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Tetsuzankou's effectiveness

Discussion in 'Akira' started by LaxCalvinist, Mar 7, 2017.

  1. LaxCalvinist

    LaxCalvinist New Member

    In the early games-in particular the first- tetsuzankou was a fatally overpowered move that can at least remove 20% to 25% of the health bar. Well timed, it can eat away at least 75% of health bar within a second. So why isn't it used at the competitive level frequently?
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    It's highly punishable. That said, Rodney used it to very good effect during NMTC and was hitting people with it all over the place.
     
  3. oneida

    oneida Long Arm of the Lau Silver Supporter

    PSN:
    oneida_vf
    XBL:
    oneida1
    It is!
    in America...

    think about it:
    tetsuzanko is good for catching your opponent attacking at disadvantage.
    that's when it hurts.
    but if your opponent blocks at frame disadvantage, Akira is at -32. that's no good...

    what if i told you that 666P also does a fuckload of damage catching people who mash? and when blocked it's only -5?
     
  4. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

    PSN:
    oBLACKSTARo
    XBL:
    BLACKSTAR84i
    if you're willing to gamble like 40 percent of your life on a iron mountain lean, go ahead and take the risk.

    ...of course, there is no risk if your opponent doesnt punish you sooooooo........gauge your opponent before trying?
     
  5. Jason Elbow

    Jason Elbow Well-Known Member

    PSN:
    Its ok now...
    XBL:
    Jason ELBOW AKT
    My thing is with the awkward imput how was Rodney punishing with it? I mean damn!
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    He's buffering it in because knows
     
  7. jimi Claymore

    jimi Claymore Well-Known Member

    You can use tetsuzanko for evade punishment if you know your frames.

    Also you can use [3][3][4][6][6][P][+][K] at disavantage (-5 for example) for beat throws and highs, this move is really good because even if you guess wrong you opponent doesn't get a counter hit only a crouching mid/low.

    Just keep in mind this input has to be done really fast or prepare for eat a lot of punish damage, also always loses against slower/delayed attacks and low throws.

    in general is really situational, so be careful.
     
    Kruza likes this.
  8. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza

    All very good points, but the bodycheck attack is far more dangerous after a successful evade than super dashing elbow. That's when this move is most intimidating.

    Also, the bodycheck can take much more damage against an opponent doing forward dashing or crouch forward dashing movement than super dashing elbow (depending on how close the opponent is at during its first active frame).

    Kruza
     
    oneida likes this.
  9. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    It's not that the body check isn't good, but some of Akira's other options have such a strong risk/reward that BODYCHECK doesn't make that much sense against most characters.

    The damage is great on CH, but for me the scariest part about Akira in FS is his pressure and safety. How many other things will Akira do where you're guaranteed a huge punish if you block?

    The psychological damage of the move is there though. If someone hits you with it they've actually taken a huge risk. You might as well assume that they know.
     
    Kruza and Tricky like this.
  10. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Well lets face it: it isn't good. It was somewhat reasonable option back when it was 13 frames execution. Now its 17f...

    Actually that depends on what it interrupts. The risk/reward is ridiculously bad.
     

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