VF5FS Akira Move Analysis
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Top-10 Moves(top)
1.![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
- I know what you're thinking... Why isn't SDE number 1? While I feel that SDE is among the top 3 moves in the game, DE is one of Akira's best moves, and a crucial weapon in Akira's repertoire. The best elbow in the game. Great range, fast start up if buffered correctly, one of about 3-4 elbows in the game that is positive on NH(+4), and is a nasty +8 on CH. Bes Elbow.
2.![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
- The CH launcher that rules over all. This move is top 3 in the game no question (the only other move I feel is stronger than SDE is Jean's ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
.) Starts up in 15fr if buffered correctly, knocks down on NH (great for oki, as you can beat ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
and abare with the same move, is -5 on block (lololol) and yields great damage for combos, with Akira averaging about 82 pts.
3.![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
+
+
- The Alpha and the Omega. The reason why "Akira MUST DIE!", and the move that practically solidifies his spot in the Top Tier limelight. 13fr high that breaks guard, +15 if this connects. ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
and ![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
are guaranteed. Great damage, great wall carrying ability, and makes for strong wall pressure. OP goodness.
4.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
- A 14fr high launcher that's +1 on block... Yes, you read properly. This move is so good, you can literally throw this out as a poke, and not have to worry about it. Also, this move is great for punishing unsafe moves that are -14 and worse.
5.![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
+
- A 26fr low that is +7 on NH. Far too much for a low, if you ask me. Instant nitaku on hit, so follow up with throw or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
for a great mixup. Also, this move launches on CH, and makes for some crazy damage for a CH low. However, this low is linear, and is launch punishable on evade. Lastly, players with good reactions can react to this low. Use it wisely!
6.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
+
- A 19fr double-handed mid half circular that beats evades to Akira's stomach. Knocks down on hit, -5 on block, and beats some sabaki and reversal attempts due to it being double handed. Great for meaty oki, as this mid has about 5 active frames. Make them respect the mid on oki, then hit em' with the AMD! (Akira MUST DIE!, See ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
+
+
.)
7.![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
+
- 16fr mid shoulder. Will beat most, if not all sabaki attempts, and I think the only character that can reverse shoulders is Aoi. Goes under a lot of highs, mids that animate high, Some Ex Highs (i.e. Brad and Vannessa's ![Hold Forward [6_] [6_]](styles/default/xenforo/clear.png)
, and can even beat ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
sometimes. Will beat most characters elbow class move at -5 or better, in closed stance. Test it, and see what you can find.
8.![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
on hit
- 16fr mid string. 2nd hit will only initiate if the 1st one connected. This move knocks down on hit, leaves your opponent in that air "suspended " animation, and allows for wall followups if close enough. Both the first and second hits are -6 on block, and the second hit is both evadable and reverse-able.
9.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
+
+
- 19fr half circular mid, that beats evades to Akira's back. Single handed, so if you're opponent mashes reversals like how most people play DOA, then I wouldn't go this move. However, this move does leave your opponent side turned, and if this move hits CH, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
is guaranteed. Overall, a great move to keep your opponent honest in his/her evades.
10. GBoD (Guard Break of Doom, please refer to "Toryƫ Tenshin Hazankai" in Akira's command list, as this command is too damn long
) - A 17fr high that breaks guard. However, this does not give you advantage, but is part of a 4 command sequence, that yields 70 pts of damage. Great for use on Heavyweights (Jeffry,Wolf), to Taka-Arashi's weight class, as ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
combo damage is heavily mitigated against them. While is does give poor oki, I feel that this move shines after ![Punch [P] [P]](styles/default/xenforo/clear.png)
. Sometimes, Akira is close enough to beat fuzzy guard after ![Punch [P] [P]](styles/default/xenforo/clear.png)
, so GBoD works perfectly.
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CommandDescription
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Standard high jab, plus frames on block and advantange on hit. Can be used as poke to set up bigger moves or throws.
Leads to![Punch [P] [P]](styles/default/xenforo/clear.png)
(high-high string), advantage on hit but primarily used as a punishment tool and ![Punch [P] [P]](styles/default/xenforo/clear.png)
(high-mid string) which has limited use in pressuring Akira's opponent. -
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
Standard low punch, plus frames on normal and counter hit. A universal tool but one that can be important to Akira's game. Fast execution speed means it's great as a poke and can interrupt the opponent if you're careful with it's use.
Attacks(top)
P(top)
K(top)
P+K(top)
K+G(top)
P+K+G(top)
Stances(top)
Throws(top)
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