VF4 / Akira [ print friendly ] [ command view ] Arcadia Issue 52 - Akira
A previous main move, the    effectiveness has been
reduced, and so you can't simple rely on this. To take damage, the
use of big damage moves through knowing the recoveries of moves is
the key.
The changes in powering down the old moves
Overall, Akira can be seen to have have been made more vulnerable
in many places. The most important example of this is
   . It can be retaliated against with a middle kick
(-16), and so you can't throw it out carelessly anymore. The
  which could be used without caring about distance, is
unchanged on guard, but there is a increase in the recovery on
whiff. In other changes, the   is now elbow counterable
on guard (-14), but it was mainly a move used in reverse nitaku
anyway, so it won't affect fights too much. Other than that there
aren't any major changes to the recovery of his main moves, and you
can use them as you have up until now.
FT style
Used as an attack while advantage up until now,    can be
used to some extent, but depending on how they are hit the returns
can be quite poor. In that case you should use the   , which
has easy to follow combos no matter what kind of counter, and even
if avoided recovers quickly. If you apply combos carefully
depending on foot stance, with  +     in closed
stance and    in open stance, you can expect good
damage, and the recovery on guard is small, so you can evade easier
than with the    . The    should only be used
when you read a big attack from your opponent or where you're
aiming for a stomach crumple. So, use the   as the base,
but if you use it every time then your return will be poor. Also,
after stuffing a big attack with a  , the   + and
the knee should be used in reverse ni-taku.
About Change Moves
The A1 change move  has had it's reach increased, execution
increased and is easier to use. The A2  is essentially the
same as other character's elbows, which can be used as a
retaliatory attack.
The B changed moves are the two knees. Both moves launch height and
recovery (mid-weight punch, -12) are the same. The B1 knee can be
used to hit opponents on the ground, while the B2 knee can be used
to avoid  , so each have value attached to them.
Captions
- The   , used in evo with just about no recovery, in FT it
feels quite different.
- If the  (A2) is blocked it's large disadvantage, on CH it's
medium advantage. While plain, it's good for matches.
- The nostalgic knee. If you know the frames where it avoids low
punches it's looks to be a move that will be strong when used.
Footnotes
Combos after   + and + (release ) (either
version) - the combo against lightweights in open stance on normal
hit   + - -   -     doesn't
hit anymore. Instead follow up with - -    . On CH
it's the same as before. Following either knee, there aren't any
real changes. Akira's weight has been reduced. This might be the
most important thing. The strange heaviness that he had up until
now is gone.
Source: Arcadia Issue 52
Translated by: noodalls
Posted by noodalls on 15/08/2004
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Edited by Myke on 03/04/2005
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