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VF3TB Akira Yuki Combo FAQ
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AKIRA YUKI Combo FAQ version 1.1 by: Stephen Quinlan Quinlan@ug.cs.dal.ca Updates (1.1): More combo's added to each section. General corrections of typo's. More explanations. Contents. -Introduction 1) Basic Moves i) Abbreviations used 2) Special Move Explanations i) SPoD ii) DLC iii) Knee 3) Combos i) Low Palm Initiator ii) Surprise Exchange Initiator iii) Stumbling Throw Initiator iv) Reverse Body Check Initiator v) Break Guard/Stance Initiator vi) Major/Minor Counter, Stagger/Float Initiators 4) Throws as Mix-ups 5) Throws - On they're own. 6) Reversals Introduction: This FAQ was written on the basis that there is a distinct lack of FAQ's being circulated at the moment. Also, a request was issued by THoVF for the production of some VF3 FAQ's in order to start VF information circulating again. This FAQ is by no means complete in its content, and is very much open to revisions and additions. Enjoy! 1) BASIC MOVES This FAQ assumes that you are already familiar with the basic movelist for Akira. So i will simply give abbreviations here for some of the common terms. A complete list of moves along with frame rates, damage, and reversal level can be found at THoVF. i) Abbreviations Guard = A Dash = d Bodycheck = BC Crouch = c Punch = B Major Counter = MC Single Palm = SgPlm Kick = C Minor Counter = mC Double Palm = DbPlm Evade = E Reverse Bodycheck = RBC Standing Palm = StPlm Low Palm = LPlm Single Jump Kick = SJK Double Jump Kick = DJK Stumbling Throw = ST Super Dashing Elbow = SDE Surprise Exchange = SpEx Low Bodycheck = LBC Stun Palm of Doom = SPoD Dragon Lance Combo = DLC 2/3 = Perform only the first two parts of the 3 hit combo listed. b = tap backwards f = tap forward d = tap down d/f = tap down/forward diagonal d/b = tap down/back diagonal Note: Capitalized versions of the direction commands mean HOLD in that direction. 2) Special Move Explanations This section will give an explanation on how to perform some of Akira's more "complex" moves. ie timing and controller manipulations. i) SPoD (Stun palm 'o DOOM) This move requires quite a bit of practice to be able to do consistently. Now, even more so since the initial hit (stun palm) can be blocked. This can make things frustrating since a lot of the time the combo will be stopped by a block and you won't know if you had the timing right or not! a) A+B+C : punch, kick, and guard are pressed simultaneously to do a stun palm. This is a somewhat slow attack, 19 frames to do, so you must do it ONLY when you have a clear opportunity. ie after a missed/blocked attack or throw. The palm is also a "high" attack and can be reversed. b) b, d/f +B+C : The RBC motion. This is by far the hardest part in getting the SPoD. To get the correct timing, you must be pressing the d/f +B+C portion of this move when the stun palm CONNECTS with the opponent. Be sure not to OVERLAP the b motion with pushing A+B+C or it will not work! ie let go of A+B+C before you start the RBC. c) d, b+B or d, f+B : Special double palm. This is the easiest part (relatively) since you have quite a bit of time to do it in. To do this part correctly, simply enter the commands for the DbPlm WHILE THE ANIMATION OF THE RBC IS SHOWING. Two motions will give you the DbPlm, find which one is more comfortable for you. The SPoD can now be done when the opponent is crouching. IT CANNOT BE BLOCKED WHEN THEY ARE CROUCHING! ii) DLC (Dragon Lance Combo) The DLC is Akira's new 3-hit combo, and is a fair bit easier than the SPoD. It will hit floating opponents as well. All hits from it, except the BC, are mid attacks and can be reversed. a) The Kick. This is simply d/f +A+C. b) Elbow. This part is also easy, f+B. To get the timing correct, do this part immediately after hitting (and releasing) A+C from the previous move. In fact, you should be DONE entering the command for this just before or exactly when the Kick is hitting the opponent. If not, you probobly won't have enough time to execute the BC to get it to combo. c) The BC. This is the hardest part to get off, but once you get the "feel" for its timing its not that bad. The motion is b, f, f+B+C and should be started BEFORE the animation for the elbow is being shown. (note: You can delay the BC somewhat in this move when you do it from the front. What this basically translates to is a 2/3 DLC, BC. If you time things right, the BC can be a MC..... Ouch! ) iii) Knee This is a tough move to get consistently and many people will give it up thinking its too hard for only 30 points of damage, when a SJK does the same amount and is easier to do! Maybe so, but i've found that the knee floats higher, and doesn't "push" the opponent quite so far away as an SJK in the same situation. The motion seems simple enough; A+C , release A. But, the A button must be released in 1/60 of a second! Sounds impossible, but its not too bad with a little practice. Here's how i do it: With my index and middle finger bent/curved slightly i place them over the A and C buttons. Using my elbow, i lower my arm down fairly quickly. When my fingers come into contact with the buttons i quickly "flick" my wrist to the right. This motion causes my index finger to lift off the buttons before my middle finger giving me a quick tap of the A button while my middle finger is still hitting the C button. DON'T hit the buttons hard of you won't get it. 3) Combo's Many of the combo's will become easier to do once you get used to the timing of the individual moves. Most require a small bit of buffering but nothing too serious. Also a lot of these combo's would be better called "strings" since they depend on how quick you are and how aware and fast your opponent is. Damages as well as frames are not listed, but if required are easily calculated. Some of these combo's are easy to pull off, while others have some difficult timing. Most of these combo's depend on the opponent floating, so many of these combos may not work on TAKA-ARASHI. i) Low palm initiator (d/f+B+C): Some of these combo's require the LPlm to be a mC LPlm, LBC, BC LPlm, knee, BC LPlm, LBC, DJK LPlm, LBC, low puch, DbPlm LPlm, knee, DJK LPlm, LBC, SDE LPlm, LBC, 2/3 DLC LPlm, LBC, DLC (LBC must be a MC) LPlm, knee, SDE LPlm, knee, 2/3 DLC LPlm, Yoho, DLC (yoho buffered as Akira is starting to stand) LPlm, Yoho, knee ii) Surprise Exchange initiator: The success of these combo's depend on howfast you and your opponent react to the SpEx. If your oppopnent Evades from your SpEx, they will turn around and can block your combo. Use a throw instead. SpEx, yoho, DLC SpEx, knee, DJK SpEx, DJK SpEx, knee, BC SpEx, DLC SpEx, SDE, STplm SpEx, DbPlm SpEx, SJK, BC SpEx, SJK, DLC (*) SpEx, low kick, knee, BC SpEx, low kick, SJK (*) = A SJK from behind is a powerful move with big float capabilities. However weights of characters do affect this. This combo may not work on Heavy Weights. iii) Stumbling Throw initiator: These are pretty much guaranteed unless your opponent is right on top of things with dodging and blocking. ST, d-knee, BC ST, d-knee, SJK ST, d-knee, b, c ST, d-knee, DJK ST, 2/3 SPoD, mid kick, d-knee, SJK ST, 2/3 SPoD, mid kick, d-knee, BC ST, 2/3 SPod, DLC * ST, d-knee, knee note: the combo's containing 2/3 spod were done in VF2! They are much more difficult to get off in VF3 due to the SPoD being blockable. The opponent may also be able to struggle out of the ST. * : The RBC from a 2/3 SPoD doesn't "push" the opponent away as much as a regular RBC so Akira is in range for a DLC without having to dash in. This may vary on lighter characters like lion, pai, or shun. I've found this out by me and a friend having vs. practice matches. So this may not even hit at all if the opponent is struggling! iv) RBC initiator: Again these depend on how fast your opponent responds to the RBC and how fast you are. RBC, SDE , XXX combos are no longer guaranteed in VF3. RBC, SDE, BC RBC, SDE, SDE RBC, SDE, knee RBC, SDE, SJK RBC, SDE, 2/3 DLC RBC, d-knee, knee RBC, d-knee, BC RBC, d-knee, SJK RBC, mid kick, d-knee, BC RBC, SDE, DLC (MC needed from SDE to float high enough?) v) Break Guard initiator (f +A+B, d +A+B): These combo's are very much dependent on opponent response time, so they are best used sparingly. Just use them to mix things up when your opponent is expecting something else. (ie a delayed BC after a 2/3 DLC etc..) Akira recovers faster from the d+A+B (1-2 frames) but it is slower to come out. BG, d-knee, BC BG, d-knee, DJK BG, d-knee, SDE BG, d-knee, low punch, DbPlm BG, d-knee, knee BG, yoho, B, A, DLC - yoho must float up to about Akira's shoulder. BG, SPoD - against wall. (*) BG, DJK, BC - against wall (*) BG, SJK, B, A, DLC - SJK must float up to about Akira's shoulder. (*) When a BG is done to an opponent against a wall the character will go through the typical "stagger" animation but WILL NOT BE PUSHED AWAY. This makes it quite easy to get combo's that would normally push opponents away too far. vi) Major/ Minor counters, Staggers, Floats c-knee (MC), BC c-knee (MC), low punch, DbPlm c-knee (MC), DJK Low punch (mC), c-knee, DJK Low punch (mC), c-knee, BC Low punch (mC), c-knee, low punch, DbPlm SDE (float) , knee Mid kick (stagger), B, C, d-knee, BC Mid kick (stagger), B, C, d-knee, DJK note: forward must be held for the B, C hits to increase the range. SDE (stagger), knee (stagger), knee (stagger), BC (TAKA-ARASHI ONLY) Note: In combos where a BC is listed, an eBC (b,f+B+C+E) can be substituted. 4) Throws as Mix-ups Throws are very useful for surprising your opponent. Especially if they are expecting you to do a certain combo. Remember to keep an eye on your stance and to know which moves will change your stance.(eg open stance-> knee -> closed stance) Some examples of "mix-ups" follow. i) If you use the 2/3 DLC, 2/3 DLC w/ delayed BC a lot from the front, people will find some nasty defenses against it and quick! One thing to do is to go for a throw.(note: DLC shouldn't be used from the front unless you know it will hit. ie mC or MC. The BC can be blocked pretty easily and you'll pay if it is!) eg. instead of having your opponent block the delayed BC after a 2/3 DLC, if you are CLOSED stance before you start the combo, do a throw after the elbow instead. An RBC is nice since you can combo off of it for nice damage. eg. If you do a combo that involves a knee from the front and your opponent blocks it, go for a throw once and a while instead of attacking again. If you do this occasionally vs. following up with an attack your bound to catch a blocking opponent. This will work on an opponent who was OPEN stance prior to the knee. ii) You are bound to have people expect certain combo's. If this occurs, only partially do the combo and then back away. Then you will have a good chance of countering or reversing an attack from your opponent that was meant to interrupt your combo. eg. instead of a LPlm, LBC, etc.. combo, do a single LPlm and back away! 5) Throws (Used Alone) Akira has 7 throws total. 1) RBC (b,d/f+A+B) (opp.standing) - can be done when you are crouched. 2) Pull in - Push out (d/b,f+A+B) (opp. standing) - can be done when you are crouched. 3) Close-in-Ram (b,f+A+B) (opp. standing) - can be done when you are crouched. 4) Trip w/ punches (opp.standing) 5) Side Throw (opp.standing side facing you) 6) Behind Throw (opp. standing, back facing you) 7) Inverted BC (d/f+A+B) (opp. standing) - can be done when you are crouched. Throws 1,2,3 are best done by buffering them in during an attack that has been blocked, while throws 4,7, are used for the quick dash in move and are mostly used as "mix-up" throws. Throw 5 is done after you dodge an attack. Make sure it is a high commitment move that only hits once. eg Akira's SgPlm(D,f+P). Throw 6 is virtually useless since its a behind catch throw; too slow to even consider doing. Throws 1,2,3,7 can also be done to a standing opponent when akira is in a crouched position. While you are crouched, enter the move. Before you stand up fully, you'll be doing the throw! Nice for countering a ducked attack. 6) Reversals Reversals can't be used in combo's per se, but they can be incorporated, especially if you realize that you messed up a combo before the opponent recovers. SpEx, Reverse TT attack. 2/3SPoD, Reverse TT attack etc... Its pretty hard to do these reversals unless planned. And even then you have to get the correct attack level. However, most opponents will do a high TT attack when they realize that there was only a 2/3 SPoD. This is the end of my Akira FAQ. Any Questions, Comments, Additions, or Corrections can be mailed to me. Steve
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