VF4 / Akira [ print friendly ] [ command view ] Master Guide - Akira Yuki
Overview
Many people have the impression that Akira is a difficult character
to use, and those who can use him have tremendous damage potential.
It is correct to believe that Akira requires precise command input
skills and quick hit checking. However, with regards to having a
good offensive game with Akira, you only need to have a very basic
understanding of nitaku and reverse nitaku to be effective. Akira
remains this way in Final Tuned. Some of the moves Akira used to
use as a pillar to his attacks have had their damage potential
decreased, so Akira must use his new moves to fill in the gap. Some
of those moves are now better at opposing the opponent.s attacks,
so using those new moves in your offense is expected.
Change Moves
A1 Syousui ~ Tanheitou
~
Middle kick class speed attack, on normal hit leaves Akira at +3.
The recovery is small after the attack, so a after the
attack is guarded can beat a middle kick class attack. The second
part of the attack pulls Akira away from the opponent.
A2 Jyouhochyochyuu
A short reaching elbow attack from VF4 that is 14 frames now as
opposed to before. Even though the recovery is large on guard, it
is still possible to include this move in Akira.s key offensive
attacks. Because of the simple command, the existence of this
attack in Akira.s arsenal is important because he lacks a fast mid
attack that can be easily executed in a sudden fashion.
B1 Teishitsudantai
+ (Release in 1 frame)
A knee class speed floater move. This move will float the opponent
rather high even on normal hit. The changes from Evo is that the
damage have been lowered, and on guard it is middle
counterable.
B2 Dobbochyoushitsu
+ (Release in 1 frame)
The execution speed, basic property, and the recovery on guard is
the same as B1. The difference is that this version does not have a
low hit check property. This means that you can not use this move
to hit opponents off the ground after a wall hit. The advantage of
this move is that since it is counted as an air attack, in small
advantaged situations, you can beat an opponent.s .
New Moves and Key Changes
. The motion of the kick has been changed. You can easily
hit the opponent off the ground now. (The kick is still high,
contrary to previous observations.)
. This move now floats on LC, so you can not get big
damage off of the LC hit. MC and above will cause the stomach
crumple as before.
. The recovery on guard has been decreased. Even
though the recovery is still rather large, but Akira can no longer
be thrown if the move is guarded.
. The recovery on guard has been increased slightly,
attacks like Wolf.s is now guaranteed on guard.
Furthermore, the damage for hitting a crouching opponent has also
been decreased. The window to input the command has been shortened
as well.
. The move is now elbow counterable on guard. Damage
has also been decreased.
. As said before, since the motion has been changed, you can
now hit opponent.s off the ground. The damage has been decreased.
+ (on hit) . The first move can avoid high attacks,
and it is also half circular. The second hit can be executed if the
first hit makes contact with the opponent, and it is uncounterable,
and leaves Akira in advantage on hit.
+ . The execution speed is now 20 frames, and -3 on
guard.
+ . This move can sabaki mid level or elbow
attacks. This move knocks down on normal hit, and causes a stomach
crumple on counter hit or successful sabaki. On guard, it is middle
counterable.
+ . This move have a rather long reach, the recovery
is small on guard, and it leaves Akira crouching after the
execution. On hit it knocks down.
+ . You can now charge this move. When it is fully
charged, it leaves Akira advantaged on guard, or floats on hit.
When not charged, it behaves the same as in the previous version.
++ . The advantage after a low sabaki has been
decreased, so it.s hard to hit a yohou combo after the sabaki. It.s
recommended to use instead.
++ (delay) . The move is the same as Akira.s A1
, and you can also input afterwards, but instead, he
will go into the ++ movement again instead of the
small backward hop.
++ (on counter hit) + . Low kick attack that
can be followed with a hit throw on counter hit. The recovery is
large on guard, and can be countered with knee class attacks.
(face away from opponent) ++ . Basically spod can be
executed when you are backturned now. All the properties are the
same.
Other Notes: on guard remains the same at +1, however,
the recovery for whiffing the attack has been increased.
+ has it.s damage decreased, and it floats lower, so
you must use different combos. Lastly, it is now easier to struggle
his + throw.
Execution Frames for Key Moves
12
12
(A2) 14
14
14
14
16
+ 16
+ (Release in one frame) (B1) 17
+ (Release in one frame) (B2) 17
18
+ 19
+ 20
+ 20
++ 20
Counter Table
-12 (Can only hit standing opponent)
-12
-14 (Can only hit standing opponent)
+ -16
+ (Release in one frame) (B1) -17
+ (Release in one frame) (B2) -17
-18
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by Srider on 21/09/2004
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Edited by Myke on 03/04/2005
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