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VF4 Evo Akira Combo Search

Discussion in 'Akira' started by LM_Akira, Mar 29, 2004.

  1. LM_Akira

    LM_Akira Well-Known Member

    Been meaning to get this up for a while now but finally its here. What follows is a list of all Akiras combos from combo search in the PAL version of evo. Essentially its a list of "what combo to use taking into account weight, hit type, character, stance etc."

    Some preliminaries;

    I've listed c and o to stand for closed and open stance respectively and N and C to stand for Normal hit or Counter hit. In general its normally a Major Counter, MC. If MC appears after a move in brackets it means the move must MC in order to combo.

    WEIGHTS;

    LW: Aoi, Pai, Sarah, Vanessa
    MW: Goh, Brad, Lei Fei, Kage, Shun, Lion, Lau, Jacky, Akira
    HW: Wolf, Jeff

    DLC is [3][K]+[G][6][P][4][6][6][P]+[K]
    ABC is [2][K]+[G][6][K][4][6][P] and when ABC is performed theres always a chance of scoring a light down attack with [3][P] depending on whether your opponent TRs out of it.

    I'm pretty sure all damages are correct but if I post something that looks wrong please point it out. A list at the end of each combo shows who it will work on/ conditions required sometimes. I'll start with...


    CRUMBLE / BEATDOWN COMBOS

    [2][1][4][P] > [6_][P] > DLC c/o N/C 62/73 All

    [6][6][P](MC) > ABC c 55 NOT vs Wolf, Jeff
    [6][6][P](MC) > [2_][4][6][P] o 54 All works vs Wolf, Jeff in c

    [6][6][6][P] > [2_][4][6][P] c N 44 Vs Aoi (also vs Aoi in o), Pai, Sarah, Vanessa, Goh, Brad, Lei
    [6][6][6][P] > ABC o N 45 Vs Aoi, Pai, Sarah, Vanessa, Goh, Brad

    [6][6][6][P](MC) > [2_][6][P][P] c/o 66-73 but 55 if DE misses Vs All
    [6][6][6][P](MC) > [6][6][K][K] c/o 67 Vs All
    [6][6][6][P](MC) > [3][K]+[G][6][P] [8]/[2] [P]+[K] c/o 70 NOT Vs Jacky, Akira, Shun, Wolf, Jeff

    [4][3][P](MC) > [P][K] c/o 69 Vs All
    [4][3][P](MC) > [2_][4][6][P] c/o 67 Vs All

    [4][6][P] > [P] > [2_][4][6][P] c/o N/C 55/67 NOT Vs Wolf, Jeff
    [4][6][P] > [2][P] > [2_][4][6][P] c/o N/C Vs Wolf, Jeff (best Vs these characters)
    [4][6][P] > [6][6] > [2][P] > [3][3][P] > [2_][4][6][P] o N/C 65/77 Vs Aoi, Pai, Sarah, Vanessa, Lei, Shun, Lion, Lau, Kage. Dbpm can be avoided by exact recovery.

    [3][P]+[K](MC) > DLC c/o 59 NOT Vs Jeff in closed.
    [3][P]+[K](MC) > [6][6][K][K] c/o 58 Vs All. Leaves time to attack recovering opponent whilst above combo does not.

    FLOAT COMBOS

    Some will appear more than once as I'm doing the order Normal hit closed, Normal hit open, Counter hit closed, Counter hit open.

    [2_][6][P]+[K] is shrm
    [3][3][P] is yoho
    [K]+[G] (release [G] in one frame) is knee

    shrm > [2][P] > DLC N c 62 NOT Vs Akira, Wolf, Jeff
    shrm > [6_][P] > [6_][P] > DLC N c 68 is best Vs Vanessa
    shrm > DLC N c 61 best Vs Akira, Wolf, Jeff

    shrm > [6_][P] > shrm > [2_][4][6][P] N o 73 Vs Aoi, Pai
    shrm > [6_][P] > [6_][P] > [6][6][K][K] N o 68 NOT Vs Akira, Wolf, Jeff
    shrm > [6_][P] > [6_][P] > DLC N o 68 best Vs Lei
    shrm > [6_][P] > [6][6][K][K] N o 66 best Vs Akira, Wolf, Jeff

    shrm > [6_][P] > shrm > [2_][4][6][P] C c/o 87 NOT Vs Jacky, Akira, Wolf, Jeff, not best Vs Shun, Lion, Lau
    shrm > [6_][P] > [6_][P] > DLC C c 82 best Vs Shun, Lion, Lau, Jacky
    shrm > [P] > DLC C c 78 best Vs Akira
    shrm > [2][P] > DLC C c 76 best Vs Wolf, Jeff

    shrm > [6_][P] > [6_][P] > [6][6][K][K] C o 82 best Vs Shun, Lion, Lau, Jacky, Akira, Wolf, Jeff


    yoho > [6_][P] > [6_][K] > [2_][4][6][P] N c 78 Vs Aoi, Pai, Vanessa (in open Vs Vanessa)
    yoho > [P] > shrm > [2_][4][6][P] N c 75 best Vs Sarah, Lei, Shun, Lion, Goh, Brad, Lau, Kage, Jacky, Akira NOT Vs Wolf, Jeff
    yoho > [P] > DLC N c 66 Vs Wolf, Jeff

    yoho > [6_][P] > knee > [2_][4][6][P] N o 82 Vs Aoi
    yoho > [6_][P] > [6_][K] > [2_][4][6][P] N o 78 Vs Sarah
    yoho > [P] > shrm > [6][6][K][K] N o 78 best Vs Lei, Shun, Brad, Kage
    yoho > [P] > shrm > [2_][4][6][P] N o 75 best Vs Goh, Lion, Lau, Jacky, Akira
    yoho > [6_][P] > [6_][P] > [6][6][K][K] N o 70 best Vs Wolf, Jeff

    yoho > [6_][P] > knee > [2_][4][6][P] C c 97 Vs Aoi, Pai
    yoho > [6_][P] > [6_][K] > [2_][4][6][P] C c 93 Vs Vanessa, Sarah, Brad
    yoho > [P] > shrm > [2_][4][6][P] C c 90 Vs Shun, Lei, Lion, Goh, Lau, Kage, Jacky, Akira NOT Vs Wolf, Jeff
    yoho > [6_][P] > [6_][P] > [K]+[G][P] C c 84 Vs Wolf, Jeff

    yoho > [P] > knee > [2_][4][6][P] C o 97 Vs Aoi, Pai
    yoho > [6_][P] > [6_][K] > [2_][4][6][P] C o 93 Vanessa, Sarah, Goh, Brad (Lei)
    yoho > [P] > shrm > [6][6][K][K] C o 93 Lei, Shun, Kage
    Yoho > [P] > shrm > [2_][4][6][P] C o 90 Lion, Lau, Jacky, Akira
    yoho > [6_][P] > [6_][P] > [6][6][K][K] C o 85 Wolf, Jeff

    knee > [P] > shrm > [2_][4][6][P] N c/o 75/90 Vs Aoi, Pai, Vanessa, Sarah, Lei(C), Shun(C), Lion(C), Goh(C), Brad(C), Lau(C), Kage(C), Jacky(C) ie best C Vs all these characters and it will only work against Akira on C hit.
    knee > [P] > DLC N c 66/81 Akira, Wolf(C), Jeff(C)

    knee > [P] > [6][6][K][K] N o 68 Akira, Wolf, Jeff

    knee > [6_][P] > [6_][K] > [2_][4][6][P] C o/c 93 Aoi, Pai, Vane, Sarah (in c stance, in o stance C hit use knee > [P] > shrm > [2_][4][6][P] for 90 damage)

    knee > [6_][P] > [6_][P] > [6][6][K][K] C o 85 Wolf, Jeff


    FROM THROWS

    [4][6][P]+[G] (onto wall) > [6_][P][K] > knee c/o 99 ( in practice DBC can be used for greater damage) Vs All

    [4][3][P]+[G] > [2_][4][6][P] c/o 58

    [6][4][P]+[G] > [P]+[K] > [6_][P][K] c/o 52
    [6][4][P]+[G] > [P]+[K] > [2_][4][6][P] c/o 50 both Vs All

    [6][4][P]+[G] > [8]/[2][P]+[K] > [6][6][6][P] > [2_][4][6][P] c/o 69 Vs All
    [6][4][P]+[G] > [8]/[2][P]+[K] > [6][6][6][P] > DLC c/o Vs Aoi, Pai, Kage, Goh (Goh can avoid ending using exact recovery)

    [4][2][P]+[G] > [2_][4][6][P] c/o 40 Vs All
    [4][2][P]+[G] > [2][6][P] > [2_][4][6][P] c/o 60 Vs All but can be struggled
    [4][2][P]+[G] > [6][6][6][P] > [2_][4][6][P] c/o 54 NOT Vs Shun, Lau, Wolf


    FROM SABAKIS

    [3][P]+[K]+[G][P](MC) > [2_][6][P][P] c/o 72 Vs All

    [4][P]+[K]+[G][6][P] > [6_][P] > [6_][P] > DLC c/o 73 NOT Vs Wolf, Jeff.
    [4][P]+[K]+[G][6][P] > [6_][P] > [6][6][K][K] 71 best Vs Wolf, Jeff. In both these combos the sabaki'd attack must be a high one.

    Notes;

    If you notice something wrong please PM me and I will correct it on this thread. In cases where I have written

    [6_][P] > [6_][P]

    for example, hold the joystick forward and enter [P][G] > [P][G] to achieve two fast jabs. Some combos require you to hold forward on the stick in order for them to connect and some do not.

    It'l be interesting to see how things'll change when Final Tuned is released.
     
  2. Drift

    Drift Well-Known Member

    Very nice. Thanx for including damages. I am very happy someone else started transcribing these lists so I didn't have to do them all myself. Kage's was enough for me. /versus/images/graemlins/smile.gif

    Question: Did you personally test each combo against all characters or did you simply go by what the search feature said? I ask because I know that, for Kage, some of his combos were listed for certain characters, but only landed with absolute strict timing or distance.
     
  3. LM_Akira

    LM_Akira Well-Known Member

    Yes I definately (painstakingly!) went through every combo with every character to check and get damages.

    Some of the LWs are quite tight and in general m-dbpm should be done with no crouching animation, but, other than that I can't see any problmes with things atm.
     
  4. Valdimiar

    Valdimiar Well-Known Member

    is [4][3][P] [2_][4][6][P] a combo or can it be blocked?
     
  5. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    The doublepalm is guaranteed on counter hit.
     
  6. Faded

    Faded Well-Known Member

    Insanely picky mode on.

    Dashing elbow and normal his sde combos seem somewhat out of place in the crumples/beatdowns section.

    Slightly more useful information.

    I believe the [4][P]+[K]+[G] combos will hit versus a low attack as long as you buffer a [6][6] before the sabaki input.
     
  7. LM_Akira

    LM_Akira Well-Known Member

    Hmmm (shrugs) so i should have done a WHOLE new section on...

    KNOCKDOWN COMBOS

    for 4 combos?

    How do you mean buffer before the sabaki input?

    You mean

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

    or

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

    The sabaki input is [4][P]+[K]+[G]. Why would you buffer [6][6] before this input? To get as close as possible?
     
  8. Valdimiar

    Valdimiar Well-Known Member

    Do you know what weights this will hit on;
    [3][3][P] [P] [2][P] [2_][4][6][P]
    At thought it would only hit Wolf and Jeffry, But I tried it against Jacky and I thought it hit (couldn't tell properly because it was in a match not training) does that mean it will hit Akira. /versus/images/graemlins/confused.gif
     
  9. Faded

    Faded Well-Known Member

    No need to get defensive. I admit I'm being picky but try not to take it presonally. I just think any kind of guide should strive for total accuracy to the point of being anal.

    personally I don't see any reason for any kind of special classification for them when they'd fit perfectly fine inside float combos.

    As to the sabaki info danny13 does a far better job of explaining it than me.

    Link

    I presume the dash part takes some execution time which perhaps makes it a less useful response when behind a larger amount of frames. But I've never tested it past the given dashing elbow example so I wouldn't know.
     
  10. LM_Akira

    LM_Akira Well-Known Member

    Vladimiar:

    If in doubt go to training and mess around. Chances are it'll work on most I reckon, not just Wolf n Jeff.

    Faded:

    Given the time and effort it took to test and write everything up I think I'm fully justified in getting defensive. Its not a big deal so I'll say no more.

    I've tried doing the sabaki combos vs LP and even if the [6][P] does connect the rest of the combo doesn't. In a lot of cases [6][P] won't connect after a succesful sabaki against LPs even when I've tried [6][6] at various different stages. Note dannys talking about using the sabaki after a blocked DE not in an even situation or any other kind of situation

    I could get really anal and say don't post things on threads unless you've tried it and done it yourself and know how and why it works...then again thats just being insanely picky /versus/images/graemlins/grin.gif
     
  11. Faded

    Faded Well-Known Member

    I'll skip the bickering part of the post if it's all the same just not into that kind of thing. Because drama is silly and I am honestly sorry that you took it personally. regardless it wasn't my intention to offend.

    As for dash sabaki combo it's slightly rough in some cases (aoi for me at least was very tricky at first) but it does work quite reliably once you get it down . I just quickly retested it at +1 -3 -5 and -7 on aoi, akira and jeff . (using the ffkk combo as im too cack handed to dlc these days) getting the riming on the [6_][P] is tricky the first couple times (if you're too slow the second kick whiffs) but like i said, once you've got it down its not too bad. It's definitatly worth learning imo.




    Edit - There are some things you could call combos not really covered in the training menu. I honestly don't know if they are worth including or not due to how often you get a chance to use them. (such as counterhit [K], dbplm) But I dunno maybe they're worth sticking in just for the sake of completion.
     
  12. LM_Akira

    LM_Akira Well-Known Member

    Yeah its all good /versus/images/graemlins/grin.gif.

    Yes you can also combo off stuff like

    [6][P]+[K]+[G] [6][6][K]

    as the SJK floats higher after a guard break. Theres a thread of Akira combs I did about a year ago already on here. As the title suggests, this is the list compiled from combo search of best combo for any given situation listed for any character. If I did get off track and work out all other possible combos I doubt this thread would have even existed as it would've taken so long to test and compile.

    As for the sabki stuff I only tried it against Kage and then Sarah just for kicks. I'll look into more today when I have the time but it sounds like it could be as hard to time as Laus [4][6][P] > [P][P][P][K] but I'll check it out and see what I find anyway.
     
  13. Valdimiar

    Valdimiar Well-Known Member

    OK
    it works on all characters, just need to delay the low punch. Going to try to do some of the combos in your list, I've checked the list and this doesn't seem to be there;
    VS Pai and Aoi [3][3][P] [P] [2_][6][P]+[K] [2][P]
    [2_][4][6][P] for 76 damage normal hit.
    The combos are really helping alot.
     
  14. Faded

    Faded Well-Known Member

    If you keep having trouble with it let me know and I'll make some caps when I can be bothered.

    break stance sjk is at least kind of feasible in a fight (and looks so good, sjk P djk makes me want to have a lie down)

    I think I've only ever seen [1][P]+[K]+[G], [P]+[K], [6][P], shrm, dblplm once in a match.

    It's a move i keep meaning to suss out what you can do versus every character with but it's such a nightmare to setup in training and time properly i can never be bothered.
     
  15. LM_Akira

    LM_Akira Well-Known Member

    Yeah SJK combos rock. I landed that GB > SJK > P > DJk on nakura in the very first of our meets, got it saved on replay somewhere in the back catalogue. Plus theres the stpm follow ups to GB too.

    You can also do straight DLC after [1][P]+[K]+[G] [P]+[K] [6][P]. I find that sabaki to be useful at the start of the round or anticipating a rising attack.

    No Vlad that combo isn't listed (couldn't you check yourself?) as

    yoho > p > k > dbpm

    does more damage coming in at 78.
     
  16. KingofcarnageVF

    KingofcarnageVF Well-Known Member

  17. Mirage

    Mirage Well-Known Member

  18. Mysterious_Red

    Mysterious_Red Well-Known Member

    knee > [P] > yoho > dplm (c/h 97, n/h 82)

    Either stance.
    Works perfectly on all LW's (no counter required)
    with c/o, works on Goh, Kage, brad, lion, (lei-fei?) I have a feeling im missing someone /versus/images/graemlins/confused.gif



    yoho > [4][6][P] > dplm 70

    Either Stance, normal hit.
    Works on HW's, wolf (jeff?)
    Fast timin'
     
  19. GTO

    GTO Well-Known Member

    [ QUOTE ]
    Mysterious_Red said:

    with c/o, works on Goh, Kage, brad, lion, (lei-fei?) I have a feeling im missing someone



    [/ QUOTE ]

    That combo works well, need lots of practice though.. think you're missing Lau from the list
     
  20. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    That Knee combo (Akira's best combo, IMO) works w/ counter hit on:

    All characters up to Lau (won't work on Jacky, Aki, Wolf or Jeff). With counter hit, the ony exception I know is Shun in open stance. Could be possible, but I tried many times w/ no success.

    with normal hit, all girls, Brad, Goh and some others I'm sure, I haven't full tested it. The one exception I know about is open stance Pai, I couldn't get it. A nice use is after guarding Brad's sweep.

    It's good to note in more difficult cases, it becomes important to know when you should and shouldn't hold the lever forward. It seems to me, last time I worked on it, that in Open stance, if it's a very close margin, NOT holding the lever makes the difference.

    I've actually gotten the combo on Jacky and Akira before, but I think it was under special conditions (MC to jumping type move). It's an awesome combo, as it gives 97 on almost all characters, without the restrictions of his other 97 point combos. Great for MC'ing rising attacks.

    Spotlite
     

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