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VF5 Akira Guide (new players read here first!)

Discussion in 'Akira' started by LM_Akira, Jul 9, 2008.

  1. LM_Akira

    LM_Akira Well-Known Member

    Ok, so this won't exactly be an all purpose faq on Akira written by me, but I thought it was sensible to instead compile a list of useful Akira resources that are already available on this site.

    This should avoid multiple threads being made several times over and means new Akira players have info to read and digest immediately without the need of starting new threads to ask questions. I will however try to cover some of the core basics as well, such as move abbreviations, techniques and such.


    <u>COMMAND LISTS</u>

    Firstly, for those who don't know, the PS3 version of VF5 is based on the arcade Ver.B release of VF5 and the Xbox 360 version of VF5 is based on Ver.C. What that basically means is that there are minor differences to all characters between versions, depending on which console you play on. There is no difference between Ver.C and arcade Ver.D, aside from additional items.

    With that it mind, there are 2 command lists online (complete with frame data, i.e. all the technical info about moves) one for each home version:

    Ver.B:

    http://virtuafighter.com/commands/index.php?chara=akira&ver=5b

    Ver.C:

    http://virtuafighter.com/commands/index.php?chara=akira&ver=5c


    This thread by Myke lists the exact differences between Ver.B and Ver.C:

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/184562#Post184562


    <u>STANDARD MOVE ABBREVIATIONS</u>

    When people refer to moves, they generally won't use the full Japanese names. Sometimes they will use abbreviations that have become commonplace in discussion and sometimes they will use exact commands e.g. /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. With that in mind, here is a list of the most common abbreviations and which moves they are:


    Knee (/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, release /forums/images/%%GRAEMLIN_URL%%/g.gif in 1/60th of a second i.e. release /forums/images/%%GRAEMLIN_URL%%/g.gif in 1 frame)
    Yoho (/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    DE (dashing elbow /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    SDE (super dashing elbow /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    shrm (shoulder ram /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif)
    stpm (standing palm /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    sgpm (single palm /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    sgpm-DE (single palm, dashing elbow /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(hit or guard)/forums/images/%%GRAEMLIN_URL%%/p.gif)
    dbpm / Byakko (double palm /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    Koboku (overhead dbpm) /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    SPoD (Stun Palm of Doom /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/b.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    DLC / (True) DLC (Dragon Lance Combo /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif)
    (Easy) DLC (/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif)
    AS3 / ABC (Akira Special 3 / Axe Blade Combo /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)
    DBC (Deep Body Check /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif hold /forums/images/%%GRAEMLIN_URL%%/f_.gif at end for deep connection and greater damage)
    DJK (Double Jump Kick /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif)
    DFS (Double Fisted Strike /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif can be charged up)
    LBF (Low Back Fist /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif)
    PIT (Pull-In Throw /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
    SE (Surprise Exchange /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
    ST (Stumbling Trip /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
    RBC (Reverse Body Check /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
    Shiniha / Headbutt throw (/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
    "TFT" (Close-In Ram commonly called Akira's "TFT" or "Ten Foot Toss" /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif).


    General discussion about Akira's moves and frame data can be found here (Ver.B):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/148746#Post148746


    Being familiar with these abbreviations and with Akira's command list will enable you to understand all the discussion that goes on in this forum more easily.


    <u>COMMAND SPECIFICS</u>


    - DOUBLE PALM


    - KNEE

    Heta_Akira's Knee technique vid:

    http://www.youtube.com/watch?v=B-JNeOfb5-Q

    However, there is already an entire thread dedicated to this one thing!

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/177100#Post177100


    - SPoD


    - DLC


    <u>COMBOS</u>

    Combos are one of the fundamental parts of VF and Akira in particular has a wealth of combos to learn. When you see a combo listed, it will normally come with additional notes such as who the combo works on (or which weight classes it works up to), which stance it needs to be performed in (Open or Closed) or whether the first hit of the combo needs to CH (Counter Hit) in order to start the combo.

    You may also see (Ver.B) or (Ver.C) listed along with combos. The vast majority of Ver.B combos will all work ok in Ver.C, however some combos from Ver.C will not work in Ver.B. This is most likely due to moves/properties within a combo being different in either version.

    Combo Video thread (Ver.B):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/160638#Post160638

    Black Book Combo guide (Ver.B):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/149539#Post149539

    Arcadia Combos (Ver.C):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/171449#Post171449

    VFDC Combo List (Ver.C):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/214656#Post214656

    Advanced Akira Combos (Ver.C):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/171540#Post171540


    <u>GENERAL STRATEGY LINKS</u>

    Black Book Guide (originally Ver.B but still useful):

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/156130#Post156130


    <u>OKIZEME</u>

    Akira oki strats:

    http://virtuafighter.com/forums/ubbthreads.php/ubb/showflat/Number/194898#Post194898

    Okizeme is a Japanese term which refers to pressuring a grounded opponent as they attempt to rise off the floor/wake up. People generally just abbreviate the term to "oki". The idea with oki is to pressure an opponent after a knockdown and make it difficut for them to stand back up.

    If you notice an opponent is predictable in the way they always try to wake up, you can enforce certain moves which should hopefully condition the opponent into doing other things as they rise. Then you can attempt to pressure them when they use other methods of getting up and further mind games will then ensue.

    <u>Example</u>

    For example, if your opponent continuously tech rolls to your front every time they are knocked down, Akira's DFS, timed correctly, will hit them out of the roll. If this is done enough times, the opponent should start to become wary about what they're doing and look to other ways at getting up. In which case you can then find another way in which to pressure their wakeup, such as throwing if they stand up or using mids if they wake up and crouch.

    Akira has lots of good oki tools.
     
  2. LM_Akira

    LM_Akira Well-Known Member

    [placeholder]
     
  3. Jemun

    Jemun Well-Known Member

    PSN:
    Double-Jemun
    This should exist for every character. Nice one /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  4. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Excellent work!
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    LM_Akira, would you like to put this on the wiki? The post edit window on the forums is only 8 hours.
     
  6. LM_Akira

    LM_Akira Well-Known Member

    Actually that might be a better idea, I don't think I'll be able to finish writing what I want within the 8 hour limit from my first 2 posts.
     
  7. LM_Akira

    LM_Akira Well-Known Member

  8. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    Thanks for doing this. /forums/images/%%GRAEMLIN_URL%%/cool.gif
     
  9. danny13

    danny13 Well-Known Member

    No matter how well you time, opponent can always guard DFS UNLESS they TECHROLL from stomach/head crumple OR they TECHROLL/QUICKRISE from a face down feet towards opponent position.

    Nice work by the way.
     
  10. LM_Akira

    LM_Akira Well-Known Member

    Aha. Right ok, I will be sure to edit what is written to clarify that situation.

    In fact before I add in the rest of the oki options I want to, I'll post them here beforehand to see if anyone knows of any holes in them/situations where they won't work correctly.
     
  11. Feck

    Feck Well-Known Member Content Manager Akira

    If they techroll from face down towards position you get the free hit... If they recover in place from face down feet towards position you get the free hit.

    That's how I thought it worked.
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Not entirely certain about this, although the issue is beyond beginner guide... I just set CPU to block and techroll toward back. I did Akira guard break -> StPm -> PK (opponent ends up feet towards face up) and I managed to hit the CPU from the roll once with DFS so far.. It appears pretty just-frame stuff though. Ive always wondered if there are periods of vulnerability in the techrolls, I think there is but its difficult making the moves track correctly.. I think the vulnerability is pretty early in the roll.. thats why I did a combo like that that recovers fast.
     
  13. danny13

    danny13 Well-Known Member

    Please Manjimaru, Dojo mode is bullshit ie buggy in many ways.

    In fucking dojo, I set cpu to stand, guard & quickrise, I can get 46p > p > free spod. I set cpu to stand, guard, TR/QR either front or back, I can land 46p+k too.
     
  14. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I have not really found evidence that it wouldnt be possible in versus either. For ages I have had the feeling that there are vulnerability windows in the techrolls/quickrises. People have hit me out of techs even though I swear I have blocked. Unfortunately, I cant get people sit down and test this stuff with me. (Only few exceptions, such as /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif -> delay yoho which I confirmed with Jeneric that its a combo when I was in Stockholm. Unrelated to this issue though. )
     
  15. SicilianVizzini

    SicilianVizzini Well-Known Member

    Apologize if this info is already known elsewhere, but I did check the latest version of the okizeme_guide http://virtuafighter.com/wiki/doku.php?id=vf5:akira:eek:kizeme_guide
    and the “using reversals” says “lots more to come”, and so I’m assuming this info is new.

    From my testing with Akira’s okizeme reversals in (VF5b), I can only find one that works, and it seems it is only after a successful [P]+[G] throw and where the opponent executes a rising mid kick (any speed).
    At the point where the opponent is just about to rise attack, buffering [1][1][P]+[K] should allow Akira to send them back to the floor but now at a much safer distance for okizeme moves with longer execution like
    [4][6][6][P]+[K]
    [4][6][P]+[K]
    [3][P]+[K]+[G][P]

    While testing it seems that the side ways orientation of the opponent after the successful [P]+[G] (Lei Fei/Lau Chan in my tests) seemed to be the reason this reversal worked where all my other reversal tests with Akira failed. I’m therefore assuming that any other attack combination that results in Akira and opponent being left in the same configuration would also allow the reversal of a rising mid kick. I myself am sure this has happened in offline games against a friend who uses Lei Fei, but I can’t be sure.
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Akira's [P][+][G] puts the opponent in a face up head towards knockdown position. From this position, any and all mid rising kicks will be of "Sidekick" class which Akira can successfully reverse with [1][P][+][K]. (btw, not sure why you listed the reversal as [1][1][P][+][K])

    If you head over to the VFDC Command Lists and look under any characters Rising Attacks section, you'll see that all the rising attacks are listed with respect to the knockdown position. For each of these, you'll see in the "Class" column what type of attack it is. Akira can reverse SK (Sidekick) class, but not MCR (Mid Circular). Also of note is that the SK class rising attacks are half circular which means you can evade them the direction specified in the command list.

    So what you've stumbled upon is the fact that the type of rising kick is dependent on how the opponent is knocked down, and that some knock down positions are more vulnerable than others.
     
  17. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Welcome to VFDC anyway. [​IMG]
     
  18. SicilianVizzini

    SicilianVizzini Well-Known Member

    Hi Myke,

    I now understand what you are saying about the rising circular kicks, although at the time, I was thinking if someone rises using [2][K] or [K] , then the resulting low or mid kick should be the same move, which I now appreciate they are not after your explanation.

    After spending the first eight months fighting my friends Lei Fei and getting thrashed, and regularly complaining, that I’d reversed the rising attack (perfect timing), but ate the attack anyway. I went to the Dojo, just to make sure my timing wasn’t out, and found that I could only reverse after [P]+[G] with Akira, I then tried using Aoi (who has significantly more reversals than Akira) and found reversing everything was possible and timing of the reversal was easy and only required the documented [2][P]+[K] , [1][P]+[K] as you rightfully pointed out.

    For Akira however the timing seemed so strict, which I thought seemed odd in that the risk to reverse didn't outweight the gain.
    Another time while crouch dashing away in an offline match against Fei, I went for Akira’s [P]+[K][P]+[K] just as a rising circular kick was inbound. But instead of the move I intended, the game slowed slightly and the reversal took place. After some more matches that evening, it appeared that the move was easier and repeatable than the timing of [1][P]+[K], and provided the option to follow [1][1] with [2][1][1] instead of the [P]+[K].
     
  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    The timing is the same for both Aoi and Akira. The difference is that Aoi can reverse any type of attack in the game whereas Akira is limited to linear single-limbed attacks. You need to be more careful what type of attacks you reverse, and like Myke tried to say, what type of attacks the rising attacks are varies a lot.

    He pointed out that in the specific situation, after P+G throw, opponents mid rising attacks are always the type that Akira can reverse. In other situations it may not be so.
     
  20. SicilianVizzini

    SicilianVizzini Well-Known Member

    Hi Manjimaru,

    How limited? It was this uncertainty, both in my mind and what I read in Deats & Epstein (Bradygames), on the forum moves and strategy sections, that encourage me to post that I thought only the mid rising kick after a successful [P]+[G] throw was reversal for Akira. Is that not the case? Or is it just to hard to check to be sure?

    Akira’s okizeme guide is already amazing, as is the VFDC website repository, so I’m very appreciative of how much I’ve benefited from others here. But as I gently worded(still not wanting to offend) in my first post in this thread, Akira’s okizeme reversal section didn’t contain any information. Am I wrong to think this is a okizeme reversal strategy for Akira?

    I was just aware as a new member, I read a lot and benefited from others, but hadn’t contributed and genuinely thought this was both new information and concise. If what you and Myke are saying is that this information is neither of these, then no worries.
     

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