AKIRA Memorandum: After f,f+P and bf+P+K, you have -3. Thus, it makes sense to use ARE then. Especially after b,f+P+K, you can not do any combo even with MC, so it is good place to use it. Also, against heavies, it makes sense to do ARE after f,f+P as there's not much you can do even with MC. However, against light-mid weight, f,f+P is one of the main source for the damage, ARE after f,f+P is not recommended. Also, note that after f,f+P normal hit and if you do ARE, attacks you use will be automatically delayed. Thus, it is, in some sense, a good choice against DTE. When you have -3, there are several things you can do besides regular defense techniques. 1. Dodge attack to the opp's back. Even if the opp uses attack which you can not dodge by dodging to his back, you can still dodge it by dodge attack. e.g.) Wolf's f,df,d,db,b+P This choice is not so effective against Akira, Pai (f+P, uf+K), Aoi (f+P+K), etc. 2. DP. This beats anything as slow as and slower than middle kicks (16 frames.) If you use b,f+P+K in a far distance and make the opp defend the second frame of the attack, you will have -2 only, then DP beats upper-cuts (15 frames) as well. (When you have -2, you can use FG by CD.) Here, you could use b,f+P as well. (And, it might come out if you miss the command for DP.) Against Pai and Goh, b,f+P will come out at the same time as Pai's df,df,f+P and Goh's f+K, but because Akira's b,f+P takes more damage, it will hit the opp with MC. Thus, b,f+P gives a higher return. In this situation, you can also use P and d+P. They come out 1 frame faster than standing DP (13 frames.) 3. SR and df+P+K. These work in closed stance only. These work against P, d+P, f+P. Note that even if SR goes under f+P, it will NOT hit with MC. So, you have to do combos with normal hit. In fact, SR goes under f+P even if you have -5 and above. Note that 2 and 3 come in a pair. e.g) Against Kage, you have -3. (i.e. your f,f+P or b,f+P+K is defended.) Kage, f+P -> #3. df+K, upper ((CR)->df+P) -> #2. throws -> #2 and #3. Since 3 works only in closed stance, you should try to keep the stance closed against Kage. In closed stance, you have f,f+P (MC) -> d+K+Gf+Kb,f+P, 55, as well. Since #3 works even when you have -5 and -6, you can use df+K and SDE to switch the stance. Also, when you take TR, try to take the TR so that the stance will be closed. (If you TR in a clockwise direction, your left leg will be in front, and if you TR in a counterclockwise direction, your right leg will be in front.) So, it is a good idea to input CD adter SDE. Then, with MC, use SDE (MC ) -> df,df,f+PP. If defended, use SR in closed stance. In open stance, you could use db+P+K+G to avoid P, d+P, f+P. Well, since db+P+K+G does NOT let you avoid the throws, it is not useful. However, Kage may think that he can use f+P safely in open stance, and db+P+K+G might surprise him. (Even if you dodge f+P by db+P+K+G, db+P+K+G -> P is not guaranteed.) Also, you can use the above choice after the following situations as well: when you get hit by the opp's d+P (-3), when your d+P is defended (-4), when f+P is defended (-3), when (CR) -> f+PP is defended (-4), when df+P+K is defended, etc. Note that after df+P+K, Akira is crouching. Thus, DP comes out in 12 frames. In other situations, you have to use standing DP, which comes out in 13 frames. Against Vanessa, since she does not have many move that is faster than 16 frames in Defensive style, #2 and b+P+K+G work effectively against her. After b+P+K+G, use b,f+P if you parry P, and use df,df+P if you parry K and d+P. Lastly, do not forget to use the Opposite 2-taku with df,df+P if you guess that the opp will try to throw you. Remember that he might try to throw you more if he has a bigger advantage. When you have MidAd, use f,f+P or throws. In closed stance, SR is a good choice as well since it will go under P,d+P, f+P, etc. When you have LgAd, use SDE or throws. Also, try to use back dash attack, K-cancel, etc. against advanced the opp with defense technique Standing DP You can do this with CBD as well. i.e. db,db,b,f+P Since you don't have to input b all the way from df, it may be easy. Also, you can use Dragon Punch command in SF. i.e. b,df,d,df,b,f+P. In order to use standing DP in different combos, you have to learn the timing allowed for command input in advance. Different moves have different timings. Tips for Okizeme Use b,f+P+K, SPOD, and throws, including catch against the opp out of QR and TR. By placing b,f+P+K at the right timing, the opp will NOT be able to dodge it after getting up out of TR. SPOD is to be used against the opp who tries to dodge b,f+P+K. After some combos such as SDE (MC) -> f,f+KK, you will not have time to place b,f+P+K when the opp gets out of TR or QR. In that case, use CD -> DP. (This is not the case after SDE (MC) -> df,df,f+PP. In this case you have enough time to place b,f+P+K against the opp. If he TRs, then b,f+P+K will hit him from his back.) Some Combos: Note that you can use b,f,f+P+K (holding f for the deep Bodycheck (= BC for short)) in place of Knee after the opp hits the wall, but if the opp QRs, then, he will have about +16 and his attack are guaranteed. (Even if the opp TRs, still his throws are guaranteed.) So, you may not want to use deep BC in a combo unless you are certain that you can take all of his energy by it. After the opp hits the wall in the air, make sure you use at least Knee to take more damage. (Even if you miss the command, still Akira's K+G will hit the opp on the ground.) Also, note that you can not do any of the regular combos by the wall. Since the main damage resource for Akira is his strong combos you need to learn the wall combos besides the regular ones. Different distance to the wall is assumed for different combos below, so you should try it out if you want to use it. Note that you do not want increase the number of moves used in one combos, especially in combos using the wall since the damage reduction is a lot higher than the regular one. (In regular combos, the only damage reductions applied are the ones for Hit in the air (times 0.8) and for the combo (times 0.8 after the third hit of the combo.) But, if the opp hits the wall, there will be another damage reduction applied due to the wall hit (times 0.8.)) Keep in mind that simple combos such as DP -> (Wall) -> Knee or BC, 54-69, 71-85 and d,df,f+PP -> (Wall) -> Knee or BC, 67-83, 83-103 take enough. Also, you can use K+G,P at the end of combos if DP is too difficult. It is only 6 less or so. e.g) df,df+P -> P -> P -> K+G,P, 69. Make sure to hold forward for the first P and not to hold forward for the second P. You can also hold forward for the second P without holding forward for the first P. SDE (MC ) -> df,df,f+PP, 67-69 This takes as much damage as the one with f,f+KK and still give you more time for Okizeme. You need to delay P of df,df,f+PP a bit. SDE (MC) -> df+K+G,P, u or d -> P+K, 70 f,f+P (MC) -> d+K+Gd+Kb,f+P, 55 (closed stance) f,f+P (MC) -> DLC, 63 (closed stance) This combo is guaranteed only for a few characters, but since the opp can avoid it only via Just Timing TR. So, you can use this except for heavies. f,f+P (MC) -> DP, 54 (open stance) df+P+K+G, P (MC with P part) -> Knee, 54 df+P+K+G, P (MC with P part) -> K+G,P, 60 df+P+K+G, P (MC with P part) -> df,df,f+PP, 66- 67 df+P+K+G, P (MC with P part) -> DLC, 63 (closed stance) df+P+K+G, P (MC with P part) -> f,f+KK, 63 (open stance) If the opp TR after the first combo, you can hit him from his back. Not after the others as it is too far. (It is a good idea to approach the opp with CD. If you see him TR, then, use (CR) -> f+PP. From the opp's back, Akira does not have any good combo, especially when the opp is crouching.) b,f+P -> f,f,d+P (step forward a bit) -> df,df+P -> DP, 65 (open stance) This combo is guaranteed only for Pai and Aoi, but since the opp can avoid it only via Just Timing TR. So, you can use this for other light and light-mid weights. (Lei-Fei, Kage, Lion, Lau) f+P+K+G (Guard break) -> b,f+P -> combos f+P+K+G (Guard break) -> f,f+K -> P -> SR -> DP, 65 (open stance up to Lei-Fei) f+P+K+G (Guard break) -> f,f+K -> P -> P -> f,f+KK, 60 (up to Lei-Fei) f+P+K+G (Guard break) -> f,f+K -> P -> f,f+KK, 58 (up to Kage, Lau) b,f+P -> P -> DP takes only 55, so the above combos should be used after f+P+K+G (Guard break). f,b+P+G -> u or d (toward the opp's back) -> P+K -> df+P+K+G,P -> DP, 84 (against Lion) This can be used against other light-mid weights. In that case, you have to delay P of df+P+K+G,P for the maximum delay. Even then, if the opp is not standing, it won't work. So, you can use the following combos in that case. f,b+P+G -> u or d -> P+K -> SDP -> DP, 69 f,b+P+G -> u or d -> P+K -> SDP -> DLC, 78 SR -> d+P -> DLC, 62 (closed stance, up to mid) SR -> d+P -> DP, 59 SR -> P -> f,f+KK, 66 (open stance) Up to middle weight, you can add another P. In that case, make sure to hold forward for the first P and not to hold forward for the second P, 68 SR -> P -> SR -> DP, 73 (Pai, Aoi. 87 with MC) SR -> P -> b,f+P -> DP, 72 (light weight. 86 with MC) This combo with MC can be used up to Jacky, whereas the first one with MC is guaranteed only against light-mid weights. Also, this takes off 2 drinks SR (MC) -> P -> df,df+P -> DP, 94 (against Pai, Aoi) df,df+P -> P -> SR -> DP, 75 (90 with MC) If you are lazy, you can use PK in place of P -> SR. The damage is only 1 less. Against Shun, use b,f+P in place of SR (74. 89 with MC.) Also, if you want to take 4 drinks off, you can use df,df+P or Knee (MC) -> P -> b,f+P -> b,f+P, 82 (open stance) df,df+P -> P -> SR -> DLC, 78 (light weight, 93 with MC) df,df+P -> P -> SR -> f,f+KK, 78 (open stance, light-mid, 93 with MC) df,df+P (MC) -> P -> Knee -> DP, 97 ( against Pai, Aoi) Knee -> P -> K -> DP, 78 (against Pai, Aoi) This is the maximum damage combo after Knee without MC. df+P+K (MC) -> DLC, 59 This takes 1 more than df+P+K (MC) -> f,f+KK, 58. b,f+P+G -> PK -> (Wall) ->Knee, 99 b,f+P+G -> P -> DP -> (Wall) -> Knee, 107 (116 with deep BC) (far from the wall) b,f+P+G -> DP -> (Wall) -> Knee, 98 (close to the wall) b,f+P+G -> (Wall) -> Knee, 74 df,df+P -> PK -> PK -> (Wall) -> Knee, 84 df,df+P -> PK -> K -> (Wall) -> Knee, 86 df,df+P -> PK -> DP -> (Wall) -> Knee, 89 df,df+P -> P -> (Wall) DP -> Knee, 82 df,df+P -> P -> (Wall) df,df,f+PP -> Knee, 89 df,df+P -> Knee -> (high Wall hit) -> PK -> Knee, 90 df,df+P (MC) -> Knee -> (Wall) -> df,df,+P -> Knee, 112 df,df+P (MC) -> P -> Knee -> (Wall) -> Knee (or DP) -> Knee, 112 df,df+P (MC) -> P -> b,f+P -> (Wall) -> b,f+P -> Knee, 97 (against Shun. Takes off 4 drinks) df,df+P (MC) -> P -> b,f+P -> b,f+P -> (Wall) -> b,f+P, 92 (open stance. Takes off 6 drinks) Knee -> PK -> (Wall) -> df,df+P -> Knee, 89 Knee -> PK -> (Wall) -> df,df,f+PP -> Knee, 90 SR -> P -> (Wall) -> df,df+P -> Knee, 80 (open stance) SR -> df+K+G,f+P -> (Wall) -> Knee, 69 SR -> (Wall) -> df,df+P -> Knee, 76 SPOD -> (the opp QRs) -> df,df,f+PP, 118 You have to use Standing Single Palm with no delay. Low rising kicks with no delay (facing down with leg near, facing up with head near) -> f,f+KK , 47 (closed stance) Well, if you do low rising kick -> u+P, it takes 45. However, after f,f+KK, if the opp does not TR, you can do df+P (+12), and if he does TR or QR, you can keep attacking.