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VF5 Akira Thread

Discussion in 'Akira' started by nobody, Jun 4, 2006.

  1. nobody

    nobody Well-Known Member

    Most recent updates are bolded.

    [6][6][P]: No knockdown.

    [6][6][6][P]: No more crumple, floats high on counter. Uncounterable.

    [6][P]:
    â€â€[4]: Backstep.
    â€â€Ã¢â‚¬â€[P],[P]: A high, guard-breaking standing palm, followed by a mid DE that knocks down on counter. Guaranteed on MC [6][P].
    â€â€[P]+[K]+[G]: Charging Step.

    [4][3][P]: Causes bounce in juggles and crumples.
    â€â€[8]|[2]: 7-Star Step.

    [6][K],[P]: Mid knee to high punch. The knee causes a small float on normal hit. The P is delayable, but to no conceivable end. Non-canned juggles possible after counter.

    [P]+[K]: Mid backhand.
    â€â€[P]: High punch with the opposite hand. Very delayable, possibly guaranteed on normal hit. Similar to Jeffry's move of the same command.
    â€â€[6][P]: Mid palm, like his OM [P].
    â€â€[P]+[K]: High punch/double-punch(?). Basically a double-palm to the face. Causes flop on normal hit; standard [4][6][P] combos are possible afterward.

    [6][6][P]+[K]:
    â€â€[P]: No longer requires hit/guard or timing to followup. Can be delayed. May hit behind him.
    â€â€[8]|[2]: 7-Star Step.

    [2_][6][P]+[K]: Stagger on any hit. Stun on side-hit. No refloat.

    [3][K]+[G],[6][P]:
    â€â€[P]+[K]: Simplified ender for the DLC. 15 points for the bodycheck, Akira grunts.
    â€â€[4][6][6][P]+[K]: Real DLC. 30 points of damage for the last hit, Akira growls.

    [2][K]+[G],[K],[6][P]: Simplified AS3 command.

    [P]+[K]+[G]: Linear.

    [4][6][P]+[K]+[G]: Now a mid punch that side-turns on hit.

    7-Star Step: Some evasive properties.
    â€â€[P],[P]: A delayable short mid elbow (like his old [6][P]) followed by a high swinging chop with the other hand. The second hit requires some timing.

    Charging Step:
    â€â€[K]~[P]+[G]: Throw comes out on normal hit.

    OM:
    â€â€[P]: Mid palm.
    â€â€[K]: Mid kick, looks like his sidekick.

    [4][2][P]+[G]: Doublepalm guaranteed again in latest version.

    [6][P]+[G]: New throw, low damage. Akira steps in and basically clotheslines the opp. Ukemi is possible, otherwise a down attack is guaranteed.
    â€â€[8]|[2]: After scissoring the opponent between his arms, Akira steps behind, backfists them, and finishes with a [6][P] to the ribs. Ends facing their side with at least +4.

    [4][6][P]+[G]: Now a massive launcher.

    Miscellaneous:
    â€â€Entrance quotes:
    â€â€Ã¢â‚¬â€"Toki ha kita ne. Ikuzo...haaa!": "The time has come, eh? Let's go...haaa!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€Waves arms around.
    â€â€Ã¢â‚¬â€"Kono toki wo mattetaze!": "I've been waiting for this moment!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€Walks forward, raises fist.
    â€â€Ã¢â‚¬â€"Yoshi...Koi!": "Alright...Come on!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€The motion can be seen at 3:12 here.
    â€â€Win quotes:
    â€â€Ã¢â‚¬â€"Mada mada! Haaa...": "Still not good enough! Haaa..."
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€A snippet from Da Baji, among others.
    â€â€Ã¢â‚¬â€"Yoshi! Hoaaaa...Ha!": "Yes! Hoaaaa...Ha!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€Tan Tuei.
    â€â€Ã¢â‚¬â€"Haaa! Jyuunen hayain da yo!": "Haaa! You're ten years too early!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€Single whip to smash, example here.
    â€â€Ã¢â‚¬â€"Teyaaa! Saisen shitakuba koi!": "Teyaaa! If you want a rematch, come!"
    â€â€Ã¢â‚¬â€Ã¢â‚¬â€Palm, turn.

    Bonus:
    â€â€Form: Some of Akira's new moves. See if you can catch his BackStep [P],[P]; [4][6][P]+[K]+[G]; old /versus/images/comman/D.gif[3][P]; and [6][K],[P].
    â€â€Kenji: Akira's probable inspiration.
    â€â€Wu Lianzhi: Akira's model.
     
  2. DRE

    DRE Well-Known Member

    Thanks for all your help and translations noodalls. Very interesting info.
     
  3. noodalls

    noodalls Well-Known Member Bronze Supporter

  4. nobody

    nobody Well-Known Member

    [ QUOTE ]
    noodalls said:
    [6][P]+[K]+[G] was changed from half circular to linear.

    [/ QUOTE ]
    Yes, that's what threw me off. [6][P]+[K]+[G] is his guard break, which as far as I know has always been linear.
    Thanks for the throw notes, added.

    Edit: Actually, could this be a notation error for the first hit of the SPOD? That was one of only two strikes for catching dodgers to his back. If that's been made linear, it would certainly change Akira's game and explain the powering up of his SenZanKou.
     
  5. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    if you watch the new Akira/Jeffry clip that's up, you can see [P]+[K], [P]+[K] many times, and followed by [2]+[P] -> Byakko.

    also, there's another new move shown in this clip that isn't listed here which I haven't seen before, which looks like an elbow (mid) followed by the opposite hand swinging way around into a high palm to the face that looks like [4][6]+[P]. This isn't [P]+[K], [P], and I thought it might be [P]+[K], [6]+[P] but he doesn't make the sound which usually goes w/ [P]+[K] and this move looks quicker on the 2nd hit was well. You can see it at the very end of the 2nd round, then a few times in the 3rd round as well

    B
     
  6. DRE

    DRE Well-Known Member

    [6][6][P]+[K][8]or[2]

    Akira now has a new canned evade after [6][6][P]+[K] and it looks like the new punch string comes from that.
     
  7. nobody

    nobody Well-Known Member

    Thanks, I added the new string last night under the [6][6][P]+[K] root. I found some more details on it at VFBBS, adding those now.
     
  8. KiwE

    KiwE Well-Known Member

    2006-6-23_14_7_SARAH_vs_AKIRA.wmv

    1.00. Spod is definatly linear :/

    /KiwE
     
  9. Jerky

    Jerky Well-Known Member

    I haven't seen the vid, but which way does she dodge? SPoD is half circular.

    If it's to the stomach then don't worry.
     
  10. KiwE

    KiwE Well-Known Member

  11. tianyuan2k2

    tianyuan2k2 Well-Known Member

    From Arcadia #75:

    Akira's basic fighting arts:

    Without strong low and chain attacks, Akira has to rely on basic single hit mid attack and throw nitaku as the main source for the damage.

    In all strong mid attacks, [6][6][6][P] has fast execution, and different damaging combo on counter hit. Use it for getting the first attack, or countering after blocking.

    Akira's best throw [4][6][P]+[G] can add damaging combo after. Because of its popularity, beware people will throw escape this one often.

    In all Akira's mid attack, [2_][6][P][P]'s damage and pressure are outstanding. Mix this move and throw whenever Akira crouch dashing. Its recovery is fast on guard.

    His new move, [P]+[K], is a useful one command execution mid attack that leads to various follow up.

    Basic combo:
    1. [6][6][6][P] counter hit > [6_][P] > [6][6][K][K]
    ^ Open stance, for close stance, you can do DLC after stand jab.

    2. [P]+[K][P]+[K], or [6][K][P] > [2][P] > [6][6][K][K]
    ^ use [3][3][4][6][P] instead of [6][6][K][K] in close stance?

    3. [4][6][P]+[G] > [6_][P] > [4][3][P] > [2_][4][6][P]
    ^ basic and damaging



    Virtua mini fact:
    Akira's [4][2][P]+[G] no long has guaranteed follow up. You can dash foward and force a nitaku. After side crumble, [4][3][P](? the scan I got is very blurry) > [2_][4][6][P] for great damage.
     
  12. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    [ QUOTE ]
    tianyuan2k2 said:

    Without strong low and chain attacks, Akira has to rely on basic single hit mid attack and throw nitaku is the main source for the damage.

    [/ QUOTE ]

    YES!
     
  13. Acheron

    Acheron Well-Known Member

    [ QUOTE ]
    tianyuan2k2 said:

    Virtua mini fact:
    Akira's [4][2][P]+[G] no long has guaranteed follow up. You can dash foward and force a nitaku. After side crumble, [4][3][P](? the scan I got is very blurry) > [2_][4][6][P] for great damage.

    [/ QUOTE ]

    I have the issue, and can confirm the second part is as you have it. Side Crumble, [4][3][P], [2_][4][6][P]
     
  14. nobody

    nobody Well-Known Member

    Small update to the first post collecting tidbits from Arcadia (thanks to the translators) and Shou. I've shied away from putting combos and analyses so far.
    There are some questions brought up from the movelist Srider posted (like both [P]+[K] and [4][6][6][P]+[K] enders for the DLC being present), but I'm mostly interested in seeing how the [P]+[K] sabaki from Charging Step has been changed.
     
  15. Cuz

    Cuz Well-Known Member

    I would seem that the ABC changed imputs or there's a typo.

    Now: [2][K][G], [6][K], [4][6][P]
    In the other thread: [2][K][G], [K], [6][P]
     
  16. vf4akira

    vf4akira Well-Known Member

    Hi all! Man, it's been a while since I posted. Only been playing VF occasionally until recently. Damn arcade took out FT a while ago! However, they finally got VF5 in yesterday and I've been playing it as much as possible. I'm so happy now. /versus/images/graemlins/smile.gif

    Anyway, I thought I'd share my thoughts about Akira. Personally, I think the other characters got better new moves than Akira, but that's probably just because I haven't gotten use to doing them in battle. I'm too busy getting my ass handed to me to even try to figure out how to use the new moves effectively.

    My favorite change is the [6][6][P]+[K] [2_]or[8_] sidestep move. I think mixing it up between that and [6][6][P]+[K] [P] can really put on the pressure quickly. Also, the followup [P] [P] after the sidestep can be delayed fairly long. However, people have been able to get in their mid elbow reversals/sabakis (Goh for instance).

    [6][K] seems to come out slow, but the [P] after that can be delayed a while also. I haven't really found a use for this move. If the first part is blocked, people have just been [2][P]'ing all day since the followup is high. Probably the only thing I've figured out with this move is that I was able to do [6][K] (counter) [6_][P] [6_][P] DJK. I'm not sure if this is a true combo (last hit was at wall), but I think doing one [P] and then DJK will work. I did the above on Lau, so I think you could get even more on lightweights.

    [P]+[K] and the followups have the most potential IMO. You can delay the followups really long. From what I could tell, I saw a person block the first [P]+[K], do ETEG but got caught by the followup anyway. I'll have to play with that some more.

    Finally, that new throw [6][P]+[G] (looks like a clothesline) seems ok. About as much damage as [P]+[G] (probably a little less). No guaranteed followups since the opponent can tech roll. There's also one more throw that I've only seen twice. I did it on accident and I also saw it on VF.TV (which is pretty cool BTW). I think the command is [6][P]+[G] [8_] or [2_]. Basically Akira grabs the guy and delivers three solid punches to their side (think Lau's three hit throw). The interesting thing about this is it leaves the opponent standing but turned to the side. The one time I did it, it seemed like it was going to KO the other guy, but it didn't. I actually won that round because the last hit looks like it'll send the person flying to the ground, but me and the other guy just stood there for a sec before we realized the round wasn't over. Then I did a quick DE to win. /versus/images/graemlins/smile.gif I think we both thought he was going to fall down even though the throw didn't KO.

    Well, that's it for now. Have been losing pretty consistently, so really haven't gotten a feel for the new stuff. Oh, and the [4][6] [P]+[G] throw or yoho combo rebounce thing is pretty easy.

    Looks like I have to change my name to vf5akira now. /versus/images/graemlins/smile.gif
     
  17. nobody

    nobody Well-Known Member

    Thanks. I've added your notes to the first post.
    Have you seen or noticed anything different about his [1][P]+[K]+[G],[P]+[K]~[6]+[P] sabaki?
     
  18. vf4akira

    vf4akira Well-Known Member

    Cool. Haven't seen the new animation yet. Been trying though. /versus/images/graemlins/smile.gif
     
  19. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - VF5 Combo List Akira in Tougeki Tamashi 3
    Author - Ohsu Akira
    Source - Myke
    Translation - Noodalls

    Amongst all the characters, Akira has the combo damage to be proud of. Practice so that you don't miss out on it.

    1. Counter hit [6][6][6][P] [6_][P] [6][6][K][K]
    2. Counter hit [6][6][6][P] [6_][P] [2][P] [2_][4][6][P]
    3. [2][1][4][P] [4][3][P] [2_][4][6][P]
    4. [3][3][P] [6_][P] [K]+[G]:[G] [3][3][4][6][P]
    5. [3][3][P] [6_][P] [4][6][P] [3][3][4][6][P]
    6. [3][3][P] [6_][P] [3][K]+[G][6][P][4][6][6][P]+[K]
    7. [3][3][P] [6_][P] [6][6][K][K]
    8. [4][6][P] or [P]+[K][P]+[K] or [6][K][P] [2][P] [2_][4][6][P]
    9. [4][6][P] or [P]+[K][P]+[K] or [6][K][P] [2][P] [2_][6][P][P]
    10. [K]+[G]:[G] [6_][P] [3][3][P] [3][3][4][6][P]
    11. [K]+[G]:[G] [6_][P] [4][6][P] [3][3][4][6][P]
    12. Stance [P] [6_][P] [3][K]+[G][6][P][4][6][6][P]+[K]
    13. [4][6][P]+[G] [6_][P] [4][3][P] [2_][4][6][P]
    14. Any side crumple [4][3][P] [2_][4][6][P]

    Combo 1 will work in open foot stance. It works on all characters, and is good damage. Combo 2 will work in closed stance. You can drop the [2][P] and add [3][K]+[G][6][P][4][6][6][P]+[K], but combo 2 allows better okizeme.
    In combo 3 if the [4][3][P] connects during the head crumple the opponent will bounce greatly, [2_][4][6][P] is easily guaranteed. Works on all characters.
    Combo 4 is Akira's biggest damage combo. The difficulty is high, but if the [3][3][P] connects on normal hit it works up to Lau. Combo 5 connects up to Jacky and Akira, irrespective of foot stance. On heavy weights, numerous combos are hard to connect, so go for combo 6 for safety. On heavy weights in open stance, combo 7 [6][6][K][K] works.
    Combo 8 is the basic combo after the slam in closed stance. For middleweights you can change the [2][P] for [P] to increase the damage. Against light weights in closed stance, combo 9 connects. It does the most damage. You need to delay the [2][P] slightly to get the relaunch.
    Combo 10 is the best damage off the [K]+[G]:[G]. Against light weights on normal hit and up to Lau on counter hit it will work. It is easier to connect in open stance. Combo 11 will work on normal hit up to Lau, on counter hit up to Akira and Jacky.
    Combo 12 works when stance [P] connects on counter hit. It is essentially the same as counter hit [6][6][6][P] combos.
    Combo 13 does 70dmg, as a combo from a throw.
    Combo 14 works after side stun and is guaranteed easily.
     
  20. maddy

    maddy Well-Known Member

    Thank you for taking your time to translate for everyone! Thx for providing the source, Myke.


    I was wondering how much 46P+G combo does, and a 70 is an ample damage. Since 46P+G is one of the most unsafe throws in the game when escaped(a lot of attacks are guaranteed), I think upping the damage on that throw is the step in the right direction.


    I've been an advocate of the idea that the better a throw is the riskier it should be when escaped. For example, for Kage, they could change TFT to -10 on escape and his neutral throw to -3 on escape.

    I think that'd follow the basic concept of risk and reward more. Any other thoughts from anyone?
     

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